Rory_Rackham

Rory_Rackham



06 Jun

Comment

Originally posted by XR-17

Are zombies auto attacks and slam, both affected by the melee changes? Melee splash would create a similar circle? Pulverize would increase that area?

The sweeping strike attack changes only affect the basic attacks of zombies. Melee Splash only affects this strike, and Pulverise would only benefit the melee splash and the zombie slam, not the strike.

Comment

Originally posted by OBrien

Is the Zombie's Slam Cooldown Attack changing at all?

Zombie Slam Cooldown isn't changing in 3.7.0, though ideally it's slightly less important now they can hit multiple targets with their basic attack.

Comment

Originally posted by vimrick

Thanks for the response!

I do have another minion question but unrelated to 3.7

When linking summon phantasm to spectres, does the phantasm have the monster level of the spectre (current behaviour in path of building), or is it always determined by the level of summon phantasm support gem?

The Summon Phantasm support will always determine the level of the Phantasms

Comment

Originally posted by starlight85

/u/rory_rackham

Do Dancing Dervish minions use the updated cyclone? Can they be supported with Infused channeling / other support gems that would be suitable for cyclone?

Not yet, no.

Comment

Originally posted by Cinara

How does Rage Support work with totems, I assume they generate rage for themselves and not for you?

They can't generate rage, but they do get the damage benefits based on your current rage, so you'll need another skill you use to keep your rage up.

Comment

Originally posted by saintonan

Zombies and skellies are back on the menu, boys! Thanks Bex and Rory very much! Just one question. Will a zombie or skeleton supported by Multistrike now cancel subsequent attacks if its target dies or will it remain action locked until the cycle completes?

Minions aren't yet smart enough to cancel subsequent attacks, sorry!

Comment

Originally posted by theuberelite

Dancing Dervish,

wut

Because of the above changes, Melee Splash will work with all of the above attacks.

WUT

I thought dervish only used cyclone... is something reworked here? (also curious because it seems like the multistrike change was a negative one for dancing duo as afaik it never repeated, just gained the more attack speed)

Lovely to hear this on the minion side of things though... my starter is set then.

Ah that was just for the old melee action it no longer uses, whoops. Dancing Dervish won't be affected by splash.

As for Multistrike, it's still using the old cyclone behaviour but repeatable, so I'd need to investigate more thoroughly to find out if it works correctly. There is a chance it will work for every third cyclone used, otherwise we'd likely have to rebalance the skill.

Comment

Originally posted by Conspark

In all seriousness, is there any near future (or even far future) plan to improve minion AI and pathfinding or are they explicitly balanced around their silliness right now?

I can't give any info on when we'll see changes, but Minions will receive some serious scrutiny at some point, similar to Melee in this league.

Comment

Originally posted by Bex_GGG

I’m not at work yet (it’s early here) but I have it on my list to see what I can find out about this for you today. I’ll reply to this comment with an update.
Edit: Here comes Rory!

Bex has summoned me, and I am here to grant you your one wish. Here are some minion points, and I'll try answer any other questions that come up:

  • Zombies, Skeletons, Raging Spirits, Herald of Purity and Dominating Blow minions, Animated Weapons, Animated Armour, Golems, Arakaali's Fang minions, Spectral Wolves, Dancing Dervish, the bestial minions from Yriel's Fostering, Spectral Spirits from the essence, Rampage minions and glove enchantment minions now have melee damage patterns that match their swings. This can mean they've got larger or smaller hit areas than player attacks. Sadly spectres need to be set up individually for each attack, so we've started on this for some monsters throughout the game, but there are many more to go.
  • Because of the above changes, Melee Splash will work with all of the above attacks.
  • There were a few technical reasons that Rage couldn't work with minions right away, and the restriction to weapons is only there because...
Read more

08 Mar

Comment

Originally posted by thepush

Sorry to drag this one back up, but does this mean that separate active gems linked to the same Unleash support build their own sets of seals? like if I linked Arc-Fireball-Frost Nova-Unleash in my gloves (idk why I would do that but okay), each of those three skills would get their own seals?

Yep, every skill supported by Unleash gets its own set of seals, regardless of whether they're from separate supports or the same.

Comment

Originally posted by erohakase

Is it not a bit weak considering almost maximum investment into Temp Chains slows a smaller amount than base chilled ground or Elementalist Free 10% chill? Zero chill effect ground being 10% and 100% Temp Chains effect being 9.4%.

The main reason for the Temporal Chains change is that it's very powerful in conjunction with Enfeeble and Curse Effect, together providing a very significant reduction to the threat of a boss. Whether chill is too effective on bosses is a question for another patch!

Comment

Originally posted by Cyril__Figgis

The infused channeling support on the website says "take 8% less damage from hits of of types matching the skill gem's tags." That makes it sounds like it wouldn't reduce the damage you take from RF, since RF doesn't hit. Is the gem wrong, or unclear?

Ah you’re right, I forgot it was hits only! Sorry RF!

Comment

Originally posted by MayTheMemesGuideThee

Hey, could you please confirm that new Temp Chains'

  • Now causes Rare and Unique enemies to have 10% - 14% less Action Speed

and Enfeeble's

  • Now causes Rare and Unique enemies to deal 10% - 15% less damage

are affected by

  • 33% and 66% less effect of curses on them respectively.

Yep, Temp Chains slows end game bosses by ~4.7% before any curse effect modifiers, twice this value for most map bosses.

Comment

Originally posted by ALT-F-X

I don't know if you're still answering questions about Bane, but could you confirm that Bane cannot be supported by Blasphemy as it is not a "Curse", simply an ability with the "Curse" tag.

That’s right, Blasphemy doesn’t support Bane, and any Blasphemed curses can’t be used by Bane if it is in the same link.

Comment

Originally posted by chinhodado

So if I channel Scorching Ray with Infused Channeling, both Scorching Ray and RF gain 10% more Fire damage? Even if RF is not linked to IC? And I will receive 8% less Fire degen from RF?

Yep, Scorching Ray + Infused Channelling gives Righteous Fire 10% more damage once you've channelled for a short time, and while you're channelling you take 8% less fire damage from Righteous Fire.

Comment

Originally posted by RicoDevega

So I did some quick maths on this and have a followup question. What happens with Spell Echo? I know spell echo will work and won't consume imaginary seals, but is your cast-time while echoing affected by unleashing, or do you go in to your second cast as you normally would? Is unleash affected by spell echo's more speed?

Just to try and clear this question up, would unleash add to your 'animation lock' when supported with spell echo? If so, is Unleash's cast speed improved by Spell Echo's more speed, or is it like brands with echo?

With Spell Echo, Unleash's turnback would be affected by the cast speed multiplier; It's turning back the actual cast animation you are using, so with Spell Echo it will be a very tiny turnback duration.

Comment

Originally posted by AshidoAsh

I'm kind of curious on this one, would ball lightning then have a variable timer for how often it checks based on it's projectile speed?

I believe we've done this for some mechanics before, perhaps just boss mechanics, I can't remember what it was on off the top of my head. If we were to do this for faster skills like Scourge Arrow, it'd instead need to check every location the projectile passed near every time interval, which is more expensive if you're firing rapidly, but probably okay for a single Scourge Arrow.

Comment

Originally posted by eepoo

On a somewhat related note, what if you leech more ES than you degen, would you ever count as "on full ES"? What if you leech enough to go to full but also degen, would you count as "leeching ES" and "on full ES"? Is it ever possible to be in a state where you get both of the damage multipliers from the Energy Leech Support?

If your leech surpasses your degen taken, you would count as on full es for a single server frame (0.033 seconds) before your leech falls off, and then the next frame you can start gaining leech effects again after the degen has applied. Because of this, you can't be in a state where you have both multipliers.

Comment

Originally posted by viperesque

Just to confirm, this means the cast animation actually takes 30% longer at 3 seals?

Yeah Edit: We've added reminder text to the support gem in game to outline this.