Mark_GGG

Mark_GGG



25 Apr

Comment
    Mark_GGG on Forums - Thread - Direct

This is correct behaviour. Onslaught itself is never a buff. Onslaught is just a boolean property that your character either has or does not have.

Some things that grant Onslaught for a set duration do so by granting a buff that gives Onslaught - but the buff itself is not onslaught, and that buff can't be scaled by buff effect modifiers because it's only effect is "character has onslaught" which isn't a scalable value.


22 Apr

Comment

Originally posted by MisterHandagote

Yes, Mark's tone does read as a little frustrated that players don't understand some really esoteric mechanics that aren't well explained. I sympathise with the frustration, but it's also not players' fault.

I'm not frustrated at all, I'm just trying to explain the parts people don't understand.


21 Apr

Comment

Varunastra does work with Nightblade support. If you have Nightblade supporting a skill, and wield Varunastra, you can use that skill and get the benefits from the support.

Nightblade support does not support skills if the weapon restrictions of that skill have no overlap with the additional weapon restrictions imposed by Nightblade. This interaction has nothing directly to do with Varunastra, nor can it - gem supportability is fundamentally determined only by the gems, external aspects of the character can't change supportability.

Originally, the support that add weapon restrictions didn't have that supportability restriction - you could happily support Ground Slam with Nightblade, or Cobra Lash with Close Combat. This resulted in a skill which was limited to be unusable, except with weapon types that couldn't use the skill. Varunsatra, by counting as all weapon types, was the only way to satisfy the conflicting weapon restrictions. But mostly what actuall...

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20 Apr

Comment
    Mark_GGG on Forums - Thread - Direct

In general, the skill popup shows modifiers specifically affecting the skill. The character panel shows total values including modifiers on the character.


27 Mar

Comment

Originally posted by Yohsene

The explosion is a brand new hit, not based on the hits that applied the debuffs. Its calculation is the exact same as hitting an enemy with the regular strike, except that it's also area damage and has the 66% per charge modifier.

This is correct.


07 Mar

Comment
    Mark_GGG on Forums - Thread - Direct

" ItsMiccyboi wrote: Lifetap already adds a pseudo duration tag to the skill
This is simply not true. Tags are innate to gems, and nothing in the game can actually modify them. Lifetap makes the skill have a duration, which is something supports care about, but it does not modify tags.


03 Mar

Comment
    Mark_GGG on Forums - Thread - Direct

This is a known bug with the description for this stat displaying incorrectly on tempest shield. The stat is not actaully granted by the buff on this skill. This will be fixed at some point in the future.


24 Feb

Comment

Originally posted by sergeantminor

Hi Mark, sorry to revive an old thread, but can you clarify whether Transcendence makes armour do separate damage calculations for each elemental damage type (instead of using the sum of all elemental damage types to calculate damage reduction)? Your comment here seems to suggest that it computes individual damage reduction values, but I want to make sure lest I spread misinformation.

By default, armour only applies to physical damage, and provides Physical Damage Reduction based on comparing the physical damage of the hit to your armour value.

That same calculation occurs for each type armour applies to - if armour applies to lightning damage, then it calculates Lightning Damage Reduction by comparing lightning damage of the hit to armour value.

Because it's calculating "[type] Damage Reduction" for types it applies to, this calculation is inherently independant in cases where armour applies to multiple types.

Comment
    Mark_GGG on Forums - Thread - Direct

This is correct behaviour. The belt makes you count as on Full Life, regardless of your actual life value, but doesn't have any effect on whether you're on low life.

The bypass stat doesn't care whether you're on full life, only whether you're on low life.


23 Feb

Comment

Originally posted by tregosmasher

edit for better example:

Compare putting fireball in black zenith linked to spell totem support, to putting worb in black zenith linked to spell totem support.

fireball: placing the totem inherits the 4 second cd, and the totem itself casts fireball only every 4 seconds.

worb: placing the totem skips the 4 second cd via a bug, and the totem itself channels continuously. If it stops channeling, it waits 4 seconds before starting again.

There are two halves to the behavior, placing the totem, and the behavior of the totem once placed. Mark, you're saying that the totem works as intended once placed. I agree. However, placing the totem is completely bugged with winter orb.

Yes, that is a bug, and I have confirmed the behaviour and the cause of this bug for future fixing. Using a totemified channelled skill should be consuming the cooldown to use the skill, and is not.


22 Feb

Comment

Originally posted by hanmas_aaa

Wait what? Winter orb just doesn't get CD? Sound like a bug.

It does get the cooldown. A cooldown prevents you using the skill again, it doesn't interrupt your use of it before it's finished.


15 Feb

Comment
    Mark_GGG on Forums - Thread - Direct

Increasing the attack speed of your totems does nothing, because that value is never used. Totems use your skills, which have your stats - your attack speed is the one that is relevant for your skills.

Comment

Originally posted by Aggravating-Ad-5586

Do the minion's Not only life but also damage affect explosion damage?

The corpse is not dealing the damage, so it's damage modifiers don't have any effect.


14 Feb

Comment

Originally posted by Reporting4Booty

Wait, does burning ground immunity from the Pantheon not work against the Searing Exarch's? It says burning ground in the description of the mod.

It does work. The burning ground from searing exarch altars is identical to other sources of burning ground.

After discussion with some designers, I think I've worked out why so many people think it's bypassing immunity, and it's because there's a different effect not caused by the altar mod - entirely separate to the altar, apparently some exarch monsters use the oil ground effect introduced in heist, where they spread an oil ground effect, that can later be set on fire to add burning damage to the existing oil ground effect. That's not burning ground because it's spawned as a separate ground effect with a different effect that doesn't burn, and later has a second stat added. We're looking into whether this can be changed so the burning part is done using the regular burning ground debuff so that part of the effect would be treated as burning ground.


13 Feb

Comment

Originally posted by Noobkaka

Hi Mark, quick question! Does Blade trap count as hitting enemies with *your* weapon in regards to the unique 1handed sword "The Iron Mass"

It does, but it is the trap hitting with your weapon, not you hitting with your weapon, which is what the item cares about


10 Feb

Comment

Originally posted by xoull

Have to hijack to ask one thing!

Plz can u make it so that new manifest dancing dervish can be supported by predator support, once its manifested the predator icon is removed from the bar. And the dervishes cant be controlled at all ...

It can be supported, but if you want to use the signal prey skill while the sword is out and about you'll need to have another copy of the gem socketed into an item that stays equipped to you.

Comment

Originally posted by Ephemeral_Being

Was Divine Blessing meant to do anything useful for Death Aura, from Death's Oath? At the moment, it disables the aura and (because it's passive) you don't get a button to turn it on.

I was hoping it would be a functional 6th link, replacing Lifetap. It's not that.

It's not supposed to do anything there because that aura is triggered and already has no reservation - unfortunately when that change was made the aura didn't get the internal type set to note it had a built-in trigger, and we didn't have a type for things with no reservation. That will be fixed and the support will not apply.

Comment

It should be there in the Input menu as "Highlight Items and Objects" - between Detonate Mines (default "D") and Toggle Highlighting (default "Z"). I play with it bound to spacebar.

Comment

Originally posted by Arenyr

Nothing on the Annihilating Light Staff.. hoping they fix it soon! Currently only works with self-casting. Brands, Minions, Totems, ect. with Elemental tags are unaffected at the moment. I could understand minions/totems because they aren't you dealing damage... but it should work with brands, since they're hits. Maybe /u/mark_ggg can shed some light on the mechanics?

It is working with Brands (which are self-casting - a brand is not a separate entity from you any more than a fireball is), and the only minion spell it can affect. It affects your skills whether used by yourself or by totems/traps/mines.

The only minion skill it can interact with is Absolution, since that is the only minion skill that is both elemental and deals damage. Damage you deal with that skill will have 100% chance to deal Triple Damage. This does not affect the minions, because their damage is not damage you're dealing with an elemental spell.

Summon Raging Spirits, for example, is not a skill that deals any damage with at all, so there's nothing to triple - it just creates a minion (which does not have your staff) and that minion uses melee attacks to deal it's own damage, independant of you or the spell that created it.

Comment

Originally posted by BabaYadaPoe

Deals 444 to 666 Fire Damage

Explosion deals base Fire Damage equal to 19% of the Minion's maximum Life

Just speculating: the base damage is different from the explosion damage. i.e. the base damage can be reflected, explosion damage don't.

This is correct. From the skill description:

When you stop channelling, each affected minion explodes, and this skill deals spell damage around them.

These are two separate things - the minion explosion, and the skill's spell damage.

The explosion of the minion is not affected by modifiers to spell damage, and cannot be reflected.

This part is only referring to the explosion, not the spell damage.