Rory_Rackham

Rory_Rackham



07 Mar

Comment

Originally posted by shaunika

and does the "50% less damage while channeling" affect just the skill itself or any other damage you might do whilst channeling?

Just the zaps from the skill

Comment

Originally posted by Japanczi

Let's assume I've already applied a curse independent of Bane (for Despair on Hit sake) and I'm going to use 3-curse setup with another Despair, how much damage multiplier will the Bane get from linked curses? Max 3 curses applied on an enemy.

It’s about how many Bane could apply, so even if you wouldn’t be overwriting any curses, it’ll get damage as if you were.

Comment

Originally posted by TachyonsIsAvailable

Weird question but how does Divine Ire interact with decay? It's worded pretty much the same way as incinerate and incinerate applies the "25% more Damage with Hits and Ailments for each stage" to decay damage for some reason.

But then with charged dash' "Final wave deals 75% of Damage per stage" doesn't apply to decay but the "Deals 150% more Damage while Channelling if Illusion has finished moving" does.

The damage while channelling would reduce decay, but the beam stage multiplier specifies hits and ailments, so overall not very good at all!

Comment

Originally posted by pro185

If there is only one mob, eg. boss fights/shaper, does soulrend pierce and keep going or does it hover around the one target until the end of its duration?

The projectiles can’t turn back the way they came, so it’d pierce through and fly off.

Comment

Originally posted by kontautas

But when it zaps it deals damage in the same AoE as explosion?

The explosion when you stop channelling is larger, about 40% larger radius if I remember correctly.

Comment

Originally posted by Alph4Numb3r

To clarify: does Bane's damage scaling care about Curse limit or not?

It cares about the number of curses you can apply to the target it is debuffing, meaning curse limit +/- any modifiers they have to curse count.

Comment

Originally posted by kontautas

Thanks! Another question then, if they zap around randomly then the AoE of the zap is the same as explosion radius or is it a different value?

The zap is a fixed random offset radius and distance, regardless of aoe.

Comment

Originally posted by MrCottonmann

So the beam still gains the area damage bonus' from things like Conc Effect and Passive nodes despite the width being fixed from the stages?

That’s correct, conc effect will just reduce the zap range.

Comment

Originally posted by bmsorok

Do I understand correctly that this penalty only apply to zap damage and not the final beam? I assume the beam is released when we finish channeling so this shouldn't affect the beam.

That’s right

Comment

Originally posted by Bow_for_the_king

The infusion buff in an incinerate CwC firestorm. Since they both have the "spell", "fire" and "AoE" tags; it'll give 30% more damage to firestorm?

It’s just the three elements and chaos, the skill will have reminder text for this.

Comment

Originally posted by jovialisk

It's not clear from the gem description that only elemental types count. Is that the case, or do things like a Physical, Attack, Spell, AoE, etc tag also give a corresponding multiplier?

In either case, do skills connected in a CWC setup also gain these multipliers?

Cwc will only get the Buff bonus, not the channelling damage bonus. And the gem will soon have reminder text for the gem types being fire, cold, Lightning or Chaos

Comment

Originally posted by loonger

What's this extra nova pulse? Is it part of the big beam, or is it an independent damage source? The gem description does not say a thing about this. Thanks.

It’s part of the beam damage pulse, just visualised and scaled around you instead of the beam.

Comment

Originally posted by RicoDevega

An additional question that just came to mind, how does targetting work with Unleash? Does it auto-target like with trigger spells, or does it target based on where you cast its 'prime' spell, or does it use some sort of eldritch calculation to fire my spells at walls?

It’ll cast on the same target as the original cast

Comment

Originally posted by Tharaki

/u/Rory_Rackham Hi, Rory! could you please explain how Infused Channeling interacts with attack skills like Blade Flurry? Would it gain any bonus mitigation/damage for its tags?

Not on Blade flurry, because it has no element, but Charged Dash would because of the Lightning tag

Comment

Originally posted by Peppr_

The information on the Storm Burst gem is entirely insufficient to calculate it's DPS in any form.

/u/rory_rackham, halp:

  • what is the frequency at which Storm Burst orbs jump (& deal damage)?

  • what stats if any modify that frequency?

Nothing will modify the frequency, it’ll always be every 0.4 sec

Comment

Originally posted by _paradoxical

But if the first Discharge manages to get charges, it'll add onto the next Unleash-Discharge, and so on?

Yep!

Comment

Originally posted by RicoDevega

How quickly does unleash cast its extra spells? Is it at your cast speed, instantly or does it happen over a set time?

There is a very short turn back in your cast animation, about 10% of cast time

Comment

Originally posted by pda898

Is the node placement changes near scion starter are json mistake or will be in game? (as example old new or movement speed cluster near scion start)

Not sure sorry, I’ll have to check tomorrow.

Comment

Originally posted by load231

How does Intensify interact with channelling skills? Will they get one intensity every time I start channelling or do they get intensity while channelling?

Intensify doesn’t support channelling skills

Comment

Originally posted by FRANKENSTEINxDR

I wonder how you managed to fix it for GC but for FP its realy complicated dont mean to sound rude just curious how two skill's with the same issue one get's fixed easy the other is said to take a longtime.

Projectiles are their own system with very hardwired rules including separated client and server projectiles to be responsive, while Glacial Cascade has its own custom behaviour. Ball Lightning is another good example, the projectile is small but the zap area is larger. We’d effectively have to change every projectile to act like Ball Lightning, but with one hit per cast per enemy (which is the more performance intensive option)