Rory_Rackham

Rory_Rackham



07 Mar

Comment

Originally posted by BarbieQFreak

Is it arbitrarily 10% of your cast time or is this value derived somehow? that's a pretty decent lockout at 3 seals (30% of your cast time)

It's 30% of the actual cast time when you go to cast it, with 3 seals. It's in rapid succession after the cast.

Comment

Originally posted by rudecarlos

Does this mean that you can use Energy Leech Support with Soul Tether to gain the damage boost, since you also have normal energy leech on top of the converted life leech?

Yep, Energy Leech Support alongside Soul Tether provides both more recovery and makes it very easy to get the leeching damage multiplier from the support.

Comment

Originally posted by is_this_name_free

How do the new changes to Arcane Surge Support interact with minions?

Can they get Arcane Surge if they use spells?
Does the new "more dmg" line apply to their skills if you have Arcane Surge?
Does it apply for their spells if they have Arcane surge?
If I get Arcane Surge lvl1 from a different source, does a lvl20 linked support give 19% "more spelldamage"?

Minions get all of the stats from the Arcane Surge support, but most don't spend mana so they can't grant themselves Arcane Surge. There are a few spectres that do spend mana. If your minion did somehow get Arcane Surge, they'd get the spell damage multiplier from the support. If you get Arcane Surge from another source, you'll still get the damage multiplier from the support.

Comment

Originally posted by _freetime_

if a cast of wave of conviction applys cold exposure and another one lightning exposure, do they both stay on the target or only the most recent one?

Each element's exposure is a different debuff, so you can add all three with different casts.

Comment

Originally posted by memidgety

On the subject of radii, could we learn what the base radius of storm burst is?

Storm Burst explode aoe while channelling: 16 units Storm Burst explode on release: 22 units The +radius stat on the gem adds to the radius of both of these.

Comment

Originally posted by Videri

Are Energy Shield Leech effects removed at full ES? I can't find confirmation in any of Mark's myriad posts.

Yes, they are.

Comment

Originally posted by ThatOneParasol

Any info on this yet?

There is some strange behaviour I'll have to investigate further with weapon swapping, but Icestorm appears to share an unleash count between weapon swaps, so you can't swap between two Whispering Ices to get a double unleash. Non-item skills seem to reset their count to 1 seal.

Edit: Okay, we've found the reasons, if the same skill is socketed in the same socket position in the item (or is granted by the item) then it won't reset seals when you switch, so they're effectively shared. We're going to fix skills starting at 1 seal when socketed or switched to, just in case there was something funky you could do with that.

Comment

Originally posted by FORTNlT3

What's your starter build Rory :?

I’m thinking Unleash Arc, see if I nerfed it too hard!

Comment

Originally posted by rudecarlos

Does this mean that you can use Energy Leech Support with Soul Tether to gain the damage boost, since you also have normal energy leech on top of the converted life leech?

Soul Tether and Energy Leech Support both count as Leeching Energy Shield, and their effects will stack, so you can be leeching 20% of your max life as ES and 10% of your max ES as ES, and either of these sources will count for the conditional damage bonus of the Energy Leech Support.

Comment

Originally posted by BertStarer

Divine Ire doesn't have any projectile/chaining tags, is it safe to assume that the lightning attacks that targets 5 surrounding minions can't be chained/forked (the ones during channeling)?

Yep, Divine Ire can't be affected by fork/chain.

Comment

Originally posted by nethermage_sc

and the skill effect duration on hex master as well?

Yes, Curse Effect Duration affects Bane's duration.

Comment

Originally posted by Rory_Rackham

Radius 21 at gem level 1

It's also worth noting that the increased area of effect from the Hex Master notable applies to Bane.

Comment

Originally posted by Firel_Dakuraito

In that case... Would it be possible to show this on the tooltip/skill in character screen?

Something like: Orbs deal damage up to (Insert number of 0.4 tresholds here)

I'll see what we can do!

Comment

Originally posted by joebagz

Are you able to share the base radius of bane?

Radius 21 at gem level 1

Comment

Originally posted by derek_j

20 stacks, with 70% more damage with ailments per stage beyond the first.

Does this mean at full stacks, you get 1330% more damage with ailments? Like a poison hit or ignite would do that much more damage?

Yep! Hence why the skill has such low base hit damage.

Comment

Originally posted by LaNague

does it need to match the types exactly? Lets say the channeling spell is fire tag, the other spell is fire lighting tags both.

Or, for future references maybe, what about the other way around, channling is multi type, other spell is a single type or multi type with only 1 type tag shared with the channeling spell

The buff it gives is a damage multiplier, so it doesn't care about skill tags, only damage dealt. The buff granted is based on the four damage type tags, so a hypothetical fire/chaos channelled skill would give a buff that grants 10% more Fire damage and 10% more Chaos damage.

Comment

Originally posted by Kipiftw

Both Divine Ire and the new Storm Burst feel like they would play kinda like spell versions of Blade Flurry. Which of them is closer to this analogy?

Divine Ire is definitely closer, because you want to release at the right moment for maximum damage, while Storm Burst's release is really just a bit of extra damage and some aoe when you're done dishing out focused damage.

Comment

Originally posted by edubkn

So, ball lightning performance sucks?

Thanks, I'll never party someone who uses it again

It's not bad, but if every projectile acted that way fired by every monster, you'd start to feel it. Fast flying arrows, for example, would have to check enemies considerably more often than Ball Lightning, which doesn't have to check nearby as often as it is moving slower.

Comment

Originally posted by UpfrontFinn

Another question about Divine Ire:

Does the "50% less damage while channelling" affect everything or just divine ire? For example, does it affect another skill if I link it with cast while channelling?

Just the Divine Ire zap damage.

Comment

Originally posted by Deltronium

/u/Rory_Rackham /u/Mark_GGG

Any chance you can clarify the mechanics of Ghost Shroud? If something hits me for 2500 but I have enough evasion for a ghost shroud to regen 2000 ES, do I end up taking 500 damage, or the full 2500 and then the regen is wasted because I was at full ES initially?

You'll take 2500 damage, but then you'll instantly recover 2000 ES right after. You could still die in one shot, it'll just bring you back to almost full again if you survive.