As llama8 said, it’s the average of the two weapons. The game doesn’t care which is in your main or off hand for any stats.
As llama8 said, it’s the average of the two weapons. The game doesn’t care which is in your main or off hand for any stats.
I don’t know the cause so I don’t have a way to prevent. You can manually backup your characters periodically to make sure it’s recent.
You saves are located here:
C:\Users\[username]\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves
Hey, sorry you didn’t get a reply last time. When we get within a couple weeks of a patch, we get spread a little thin. We don’t have a good solution for you to recover the characters quickly. Likely what is happening is the game can’t properly read the save file and is hiding them so you don’t try to load a character that will fail to load. It’s possible that it is related to the loot filter setup if that is vanishing at the same time. There are several changes to character saving/loading and the loot filter back end that will come with 0.8.0. I’m not sure if they will fix this or not but that’s about the best option I have for you at the moment.
The affix effect modifiers are based on item type so it’s the same ratio for each affix. You’ll notice that both of those examples are 1.8x bigger for 2h.
It was a bit of a typo, daggers are faster than axes. (edit: this might not even be totally true as one axe is quite fast)
Not available to customize yet. It’s on the radar for sure though.
Serialization in this context refers to the order that the information that defines an item is covered to and from a string of numbers so that it can be understood by the game.
However, we do plan to add more item base types as we go on. Ideally all base types have custom 2D and 3D art. This takes a long time and we have a few new item types to make this patch for a certain new class. It’s one of those things that will keep expanding though.
Level requirements for items are derived from the properties of the item rather than being a property of the item itself. We could change this but it would require changing item serialization alongside the change.
Just for the record, we don’t have any sort of level scaling crafting chance improvement. We have considered it many times but we didn’t do it because people may feel that while leveling they need to put potential crafting items in their stash, switch to a high level character, craft on them and switch back. The burden of optional play can result in unfun and flow breaking scenarios. We try to avoid this wherever possible.
Flat damage (and all other offhand item stats) are applied just like every other stat, they apply the same in main, offhand and all other slots. If you have a rogue with 2x daggers and you swap the hands they are in, nothing changes.
I’m not sure I quite understand. From the sounds of it, everything is working as intended at the moment. The auto compare setting simply inverts the control button’s functionality in regards to item tooltips.
Also it shouldn’t matter which order you press alt and ctrl in, it is only checking which are held, not in which order they were pressed. I think we only have 3 combinations, not 4.
With those in mind, what is the problem? Are you basically asking for a toggle that always shows the full details? This probably won’t be the default functionality as it can make some tooltips really long and once you’ve read it a few times for an item, you probably don’t need to see that info by default.
This would probably mean you couldn’t ever move a character from SSF to normal. Hypothetically, would you want to be able to move a character from SSF to normal? (one way trip) I’m not saying you will or won’t be able to do this, just curious what you guys think about it.
That’s one of my favorite gaming randomness videos.
I can’t remember exactly what it was but there is a GDC talk (or something like it) somewhere out there where the guy talks about being tasked to create a random system and then repeatedly asked to make changes to it because it doesn’t feel random yet. When he’s done, he has a nowhere near random system but feels very random.
All I can really say right now about crafting in general is that it’s not even in it’s final form. We have systems planned to incorporate still. We’ve just prioritized other things for a few patches. And as always, we will continue to listen to feedback and update the game going forward.
Sorry, forgot to say, you just remove .txt from the file name and it would have worked.
1CHARACTERSLOT_BETA_3.txt (19.3 KB)
Sorry, last one was probably not actually what you were looking for, this one should be good.
Edit: remove the “.txt” from the end of the file before putting it back in your save folder.
1CHARACTERSLOT_BETA_3.txt (19.3 KB)
Give that a shot
I’m sorry to hear that you’ve been getting the short end of the proverbial RNG stick. When you have enough people playing the game, this is bound to happen to someone. It’s crazy unlikely to happen this extreme but is technically possible. If it makes you feel any better, as you keep going, it will eventually balance out.
I can confirm that since the post which llama quoted, I have done way more testing on the system and it is actually doing very close to perfect RNG. It’s pretty expensive to set up a some atmosphere white noise sampling system or something to get real true RNG but it’s super close. In my automated testing I did an “unlucky streak” detection and I did get a couple really bad ones that seemed impossible. The opposite is also true though, I had a few successes at sub 10% success rate. This is really hard to get any of because you also have to get all the previous ones too.
Many non-multiplayer games will have built in detection for these types of steaks ...
Read moreIt’s just removing it as an active skill.
No, they stick around where you shoot them.
Currently it’s until they run out or are moved by another ability activation like if you have shield wall on Shield Rush too.