Mark_GGG

Mark_GGG



27 May

Comment

Originally posted by KingDoggles

Honestly I just wish you could use the weapon specific support gems like Nightblade or Shockwave with this weapon.

Apparently they removed it because users complained that it was confusing which is insane to me.

You can use those supports with Varunastra. You justcan't use them with skills that have conflicting weapon requirements - Varunastra has nothing to do with that.

Comment

Originally posted by MayTheMemesGuideThee

I've seen many people state their minions swarm over the doll, attack it and the damage reflects to players so they die. Are they wrong?

Yes.

Comment

Originally posted by robby41525

So can you explain when you guys showcased in Exilecon on PoE2 how you showcased a class being able to use melee abilities with a bow? Does it not translate well the other way around?

Technically we didn't showcase it being able to do that, we showed an image of some theoretical possible future ascendancy stuff with no implementation. It had a text descrtiption and nothing else.

Regardless, that doesn't run into the same problem. In that case you're using melee skills with a main-hand weapon, while treating it as a melee weapon type, which is something they already handle.

Bow skills not handling off-hand stuff is entirely different.

That potential future mechanic has some hurdles of it's own, but they aren't nearly as big has making all the code related to and interfacing with bow abilities work with off-hand weapons & animations.


26 May

Comment

It was broken. Not in the sense of being unbalanced, it caused crashes in serveral cases and incorrect behaviour in a lot more. None of the stuff for bows is set up to happen with the off hand, and this leads to crashes or stats that can't work correctly. Melee and ranged weapons skills have different requirements for animation data for different cases.

The amount of work that would be needed to legitimately allow Varunastra to function as a wand is prohibitive, and as a bow is much more so again.

Comment

Originally posted by Xhibbi1

u/Mark_GGG

I'll jump in here too.

I'm not sure that it has been clarified but can the player also damage the effigy 'totem' and take their own reflected damage?

And if this is the case, what is the reasoning behind adding non-optional reflect back into the game when it was removed for a very good reason in the first place?

I'm not sure that it has been clarified but can the player also damage the effigy 'totem' and take their own reflected damage?

No. The Effigy is on the player's team, only enemies can damage it.


24 May

Comment

Originally posted by kierazero

Shaper of winter, all damage can chill (include minion)

Shaper of storm, all damage can shock (include minion)

Shaper of flame, all damage can ignite (include minion)

Inextricable fate, all damage can poison (not minion because Mark said its a boot)

None of those affect minions. You minions are not you and do not have your passive tree.


20 May

Comment

Originally posted by Ulfgardleo

Thanks Mark!

I am curious about the block. Reflected damage is neither attack/spell so for that part block should not apply. Does the effigy block/dodge/evade using the player stats? I ask because I personally find it hard to evade anything while being strapped to a cross :-).

Reflected attack/spell damage can in general be blocked with the appropriate block chance, or evaded/dodged with the appropriate chance. That's been the case for ages.

EDIT: Checking the code, looks like reflected spell damage can be suppressed as well, which makes sense.

Comment

Originally posted by Ulfgardleo

the block does not apply here, i fear. so i think your "only" layers of defense were armour,res and hp/es. I do think that effigy reflects too much damage, though.

//Edit. Lets ask the boss a question.

Hey /u/Mark_GGG. Could you answer a question how reflect reduction interacts with armour and other sources of physical damage against physical reflected damage? is reduced reflected physical damage applied before armour, or after? Is the physical reflect damage reduction added to other sources of reduced physical damage or are they two different layers?

All "reduced" (and "increased") modifiers to damage taken stack additively with each other. They apply specifically to damage taken, which is post-mitigation.

the block does not apply here

Also, this is wrong.


18 May

Comment

Originally posted by EchoLocation8

When a buff is added to an object, it applies changes to that object's stats.

When a buff is removed from an object, it removes those changes.

I've tried building a bit of a game engine myself, and one of the things I felt like I was doing wrong was my handling of this, or more specifically, timers.

If you'd be willing to share, how does the engine know when its time to remove the buff from an object?

What I designed was essentially creating a Timer object that you could set a number of milliseconds to, and each Timer was an Updateable object that subtracted the frame time from the time remaining on the Timer object, when it hit 0 it would clean itself up and drop whatever effect it had on whatever it was attached to.

Like, how off-base was I there? From a scale perspective I just felt like, if I had thousands of these timers going for buffs/debuffs/dots what have you, I guess in my head it just felt slow and ineff...

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PoE does something like that in a general sense, yeah. Objects have a list of buffs/debuffs on them, and each buff/debuff has a variable for time left, and they get iterated to subtract from it each frame. Provided the structures for holding them are fast to iterate and you're not doing much on each other than that subtraction this isn't a huge deal. And it is flexabile - we can have some buffs see time passing at a different rate (such as with Temporal Chains) by manipulating how much frame time you tell each one has passed - but like with effect, we don't calculate that modifier every time, we calculate it when something affecting the result changes and store the result in the buff to be used without needing to recalculate each frame.

Depending on the requirements there might be other options. I'm coming up with this on the spot, but as an example if you're willing to commit to keeping the list ordered by how much time each buff has left, that adds cost to adding new ones...

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17 May

Comment

Originally posted by deddead3

Tl;Dr: given how slayer leech works, we know ailments still have values regardless of if you're affected by them or not.

Based on what the other commenter said and what I would assume given my own experience as a dev (not poe, of course), "unaffected by chill" is boolean on the mob used when it walks through its list of ailments to apply for a given server tick. It basically says "do I apply the effects of this ailment?" The ailment itself is still in the list of ailments on you.

It's the same thing as slayer's "unaffected by bleeding while leeching". The value of the bleed is still there in the background, you just don't take damage from it until you stop leeching. If you muck about with different sized phys damage for self bleed and leech duration, you can notice different levels of bleed when you start taking damage from it again.

Ie: 3 second, 1m/sec bleed vs 4 second, 100/sec bleed. If leech runs out at 1.5 seconds, you'll probably survive the latter a...

we know ailments still have values regardless of if you're affected by them or not.

Buffs and Debuffs (including but not limited to ailments) have an internal magnitude for each stat they apply to the thing they're on. This can be thought of as the "base" value for that effect of the buff/debuff. The actual effect of a buff/debuff is adding amounts of stats to a target. The amount of stat a buff/debuff applies is determined by it's magnitude, modified by any modifiers to it's effect. There are several categories of such modifiers:

  • The source of the buff can apply "increased"/"reduced" or "more"/"less" modifiers to the effect of the buffs/debuffs they create. In general these are locked in at the time the buff is created, because after being created a buff is independant of it's creator, linked only to its target - the thing the buff/debuff is actually on. So if you chill something, and then gain ...
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Comment

Originally posted by daman4567

I mean, "unaffected by chill" doesn't mean "chill effect on you is 0%" necessarily. It essentially means "chill doesn't affect your action speed".

I mean, "unaffected by chill" doesn't mean "chill effect on you is 0%"

It does mean exactly that.


16 May

Comment

Originally posted by jermed

Is the application of non-damaging aliments (and stuns) effected by the extra life of wellspring of Creation? As they aren't effected by the extra life from party size according to the community wiki.

Is the application of non-damaging aliments (and stuns) effected by the extra life of wellspring of Creation?

Yes. Ailment Threshold (the amount of max life something is treated as having for calculating ailments/stuns) has been calculated separately from actual max life for a while now, and these keystones do apply to both.


13 May

Comment

Originally posted by Aldiirk

That was killed in the double-dipping nerf execution back in 3.0.0

Conversion has actually worked this same way with modifiers since closed beta (and before that, only modifiers to the final type applied - physical damage converted to fire wouldn't benefit from physical damage modifiers, only fire). There has never been a case where conversion caused a modifier to elemental damage to apply multiple times to the same damage.

Comment

Originally posted by APFrenchy

Do you mind mentioning which patches (Approx. I'm not asking you to go hunting through version control commits) each of these changes were made? I imagine the 100% less change happened the same patch that aquamarine flasks were changed, but were the other changes mentioned in patch notes?

I'm not really sure, sorry. I would have to go digging through the revision history, and I don't have time for that. I think the change from boolean to less was in the same patch as the flask, but not 100% sure.

Comment

Originally posted by MayTheMemesGuideThee

Freeze sets action speed to zero, no?

No, we've come full circle on that.

Freeze was originally 100% reduced action speed (back in the day there were no more/less modifiers. It was a simpler time). And that was fine, because that would always fully stop things.

Then at some point we added something that could increase action speed, and it was no longer fine, because that let things move while frozen, which was unintended. So freeze changed to a magnitude of something like 200% reduced action speed, which solved the problem temporarily, but was never going to work long term.

Eventually as action speed modifiers became more complicated, freeze was changed to have a boolean effect which set action speed to 0, ignoring (most) other modifiers. As a boolean thing, this couldn't be scaled, which was fine, because freeze wasn't a thing that could be scaled anyway.

Some bosses got various forms of "action speed cannot be modified below X", shown as "cannot be fully slowed", which freeze did respe...

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Comment

Originally posted by MathOfTextiles

.... have you played a freeze build? Because I have, and I'm telling you, when you change your nda effect, you change your hit's effective freeze damage, again just going off PoB. Unless I'm fully trippin.

have you played a freeze build?

I implemented a freeze calculation function, so I figure that's close enough.

Freeze always has a base magnitude of 100% less reduced action speed. Effect modifiers modify that value.

Damage does not affect freeze magnitude like it does for other ailments, it affects duration instead.

The only requirement to be able to freeze is that freeze duration is at least 0.3 seconds. This requires dealing a certain amount of damage, since that is what determines base freeze duration, but modifiers increasing the duraiton of freeze make it easier to reach that minimum.

Modifiers to effect don't help meet the minimum duration, because they change effect, not duration.

EDIT: I see from other posts the source of confusion may have been found in Bonechill, which makes enemies take increased damage based on the effect of chill on them. This means modifiers that boo...

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Comment

Originally posted by wild_man_wizard

OK fine, let's see if this works:

Hey u/Mark_GGG, does increased ailment effect do anything for Freeze other than counter reduced ailment effect?

Technically yes in that it can also help partially counter "less" modifiers* to the effect, not just "reduced".

It does not affect duration of the freeze in any way, and thus cannot help a freeze meet the minimum duration to be applied. Duration and effect are different things.

*So long as the less modifier has a value lower than 100%


12 May

Comment

Originally posted by Doge_Mike

What kind of coding gymnastics will they have to do so that DD is not affected by these specific keystones?

Exactly the same kind that has existed since closed beta to prevent the additional life monsters get from party size affecting detonate dead.

To be specific, Detonate Dead already uses "intermediary maximum life", which is a separate stat calculated from the base and applying most but not all modifiers. Further modifiers are applied to that stat to get actual max life used for the amount of life stuff has.


30 Apr

Comment

Path of Exile isn't isometric, it uses perspective projection - stuff further from the camera looks smaller.


26 Apr

Comment

Originally posted by engineeringwoke

Isn't the best way to solve this problem is create a base type that counts as all weapon types and make the only weapon that has this base type Varunastra? I don't see any other solution working cleanly.

1) That would be a much less clean way to implement Varunastra than the current way, because that would require substantial redefinition of what weapon base types are that would affect all weapons.

2) That would not solve this issue, because this issue is not actually about Varunastra, which was the main point of my post.