Rory_Rackham

Rory_Rackham



12 Mar

Comment

Originally posted by SwiggleMTG

Does spending over 24 mana spill over and upgrade more runes?

You can upgrade multiple runes with one tick, but each rune can only go up one level at a time, so it spread out the upgrades in the very high cost situation.

Comment

Originally posted by sam_galactic

What do totems do when linked to Stormbind? Do they just lay the runes, do they runeblast too, or does it matter what skill you summon the totem with? Can you have 2 copies of Stormbind, one linked to spell totem, then self cast stormbind while your totems rune blast away (or the other way around)?

Rune Blast can't be supported by Spell Totem, so you only need one setup unless you want to really maximize both skills. You have to be using Rune Blast yourself, but your totem will keep placing the runes.

Comment

Originally posted by Mountebank

If you're using a two gem setup, what determines the damage? The Stormbind setup or the Rune Blast setup? Or a combination of the two?

The Stormbind setup determines the damage, the Rune Blast is only for charging it up.

Comment

Originally posted by MortiferDec

I am correct in thinking that if you link say Fireball and Artic Breath, they will trigger at the same time, and not in sequence like other trigger methods?

Multiple Spellslinger'd skills can trigger at the same time, unless they somehow share a cooldown.

Comment

Originally posted by eMbbuZomg

Slightly offtopic, but very relevant with all these mana casters coming, ~the issue existed 3months ago but i am not able to test right now. Arcane capasitor node on tree that gives arcane surge on kill overwrote the lvl 20 arcane surge of main skill lowering dmg,castspeed,mana regen for 4sec everytime it procced, and a fresh lvl 20 arcane surge never overwrote it, meaning you are left with either wasted node or wasted support gem

( i made a more detailed post on bug report forums few months back if what i mean isnt clear https://www.pathofexile.com/forum/view-thread/2646069 )

Looks like this is no longer the case, it uses the highest value Arcane Surge. Not sure when this was changed though!

Comment

Originally posted by Keljhan

Do you? Rune blast has a higher mana cost but storm bind just says you can improve runes by spending 24 mana. I'm not sure you need to channel Rune Blast specifically to spend that mana.

If you channel Stormbind with Archmage support, you can probably go through about 150% of your mana per second and fully charge the runes in an instant. Then hopefully just tap Rune Blast to detonate the whole field.

/u/Rory_Rackham can you confirm this is how it works? Or does 24 mana have to be spent on Rune Blast specifically to improve the runes?

E: Well, pity. I was real excited for a second there. Hopefully it's not too clunky.

That 24 mana needs to be spent by Rune Blast, and Archmage Support can't apply to Rune Blast, only Stormbind itself. You can increase the cost other ways.

Comment

Originally posted by Mountebank

Rory, can you interact with your own totem's Stormbind? Can your totems lay down runes via one copy of Stormbind, and you improve with Rune Blast from another copy of the gem?

Yep to both, you can interact with your totem's Stormbind, the Spell Totem Support doesn't apply to RuneBind so you don't need another copy of the gem, but you can get another copy anyway to maximize cost/cast speed.

Comment

Originally posted by Verlerbur

How does the new spellslinger work? The wording is a bit confusing - if I link a spell to it and link a support gem with 130% mana multiplier, is my reservation still 20% for the spell, or is it now 26%?

If you support a Spellslinger'd skill with a 130% mana multiplier, it will increase the reservation cost to 26% of your mana. It works just like Blasphemy supporting a curse, hence the wording.

Comment

Originally posted by Fala1

Is the 24 mana correct?
Rune blast has a 14 mana cost and a 0.2 cast time, meaning it would upgrade a rune in 0.34 seconds base, and that's before you add 5 mana multipliers and cast speed.

24 mana is correct for rune upgrading. You upgrade quite rapidly, though if you place multiple runes (Which you usually want to do because their areas can overlap) you'll upgrade runes in the area one at a time, so charging 9 runes is more time consuming if you want the largest possible damage burst.

Comment

Originally posted by Ajido

The news article says you can load up supports for a higher cost with more damage, so it should increase beyond 20%. Though in the article the cost was 15% and not 20%, but I doubt that part changed. Maybe /u/Rory_Rackham or /u/Bex_GGG can chime in to confirm.

Also curious to know if reduce mana reservation can bring the cost down a little bit?

Spellslinger sets the reservation cost of linked spells to 15% of your maximum mana, with support gem mana multipliers have a direct impact on this reservation cost. This makes it a cheap way to trigger unsupported spells, or lets you reserve larger values of mana for devastating fully supported spells.

https://www.pathofexile.com/forum/view-thread/2781455

The value was updated to 20%, but it works just like Blasphemy, so mana multipliers and reservation cost modifiers affect the reservation cost, just not effects that apply to mana cost like flat cost modifiers or Inspiration Support

Comment

Originally posted by butsuon

Wooo thank you. I poked Bex about it, but we also need to know about the "per 24 mana spent" part and increases in mana cost.

E.g. Archmage + Stormbind spends a hell of a lot more than 24 mana.

Archmage doesn't support Rune Blast, only Stormbind. You can make very expensive runes, but you'll need to rely entirely on increases to mana cost and supports that can apply to Rune Blast (Like Infused Channelling) if you want to increase the amount of mana Rune Blast spends.

Comment

Originally posted by cairnjewel

Runes deal 100% more damage for each time they have been improved

Runes can be improved 4 times

Am I reading this right? Stormbind can have 400% more damage?

I've checked into it, the description is confusing/inaccurate, I'll confirm exactly how the Stormbind damage functions and get the info to you guys.

Edit: It looks like it should be "Runes can be improved 3 times", there was confusion between the runes having four stages and being improved 3 times.

Comment

Originally posted by nickrei3

what about specter (slashed miscreation who casts bv)? and is the bv totem behaving the same way as before?

It's only you or things that use your own damage stat's Blade Vortexes that you can blade blast, so minions using Blade Vortex won't be included. Blade Vortex totems appear to have their functionality unchanged!

Comment

Originally posted by TheCatmurderer

Just to confirm, will Blade Blast blow up BVs on your totems?

Yeah, Blade Blast does detonate Blade Vortexes on your totems.


13 Feb

Comment

Originally posted by Furycrab

Well that makes A LOT more sense in the context of the conversation. Thank you.

Like I'm certain you are aware, but doesn't that open a jar of balance worms (pun intended) for future and even current encounter design?

My crude understanding was you guys use attacks for most things, even some things that look like spells, so it interacts with the defenses that are more common to build, and make spells and damage over time effects for things you don't and expect the player to dodge.

If I had spell block, Dodge, and evade in good numbers, I like my odds that Sirus would never hit me unless you made him cheat.

Slightly related, what's your team general thoughts on Max spell block being somewhat easily achievable?

The same amount of evasion and spell evasion won't give the same chance to evade, we'll be adjusting this number to be a reasonable bonus that doesn't trivialize anything but definitely makes a noticeable difference (as long as you don't forget to turn it off when something starts attacking).


06 Feb

Comment

Originally posted by Furycrab

On the subject of things no player asked for that would likely require an absurd amount of dev time.

Why spell accuracy?

I want to keep this short, but I'd love the reasoning for even considering wanting to throw this in the game when attack accuracy was simplified to an extent. Also maybe, who is responsible for that brainchild if it ever comes to pass.

Was a lot of fun to watch.

It really came down to a flavourful way to let the ascendancy avoid spells at the cost of avoiding attacks. Your own Spell Chance to Hit is never going to be something that can drop below 100% (other than in PvP...) even if we one day give players other sources of spell evasion.


12 Dec

Comment

Originally posted by SirClueless

My current plan puts around 600 arrows into a single target by myself, so can I assume my build is about to be dead?

You will still get the damage of each arrow's explosion, you just won't get more ignite damage multiplying it beyond a certain point.

Comment

Originally posted by BenjaCarmona

So my mine/barrage support ignite EA can still be a thing?

Yeah, arrows from each mine will stack up to a single big explosion when the first arrow explodes, and you'll get lots of ignite multiplier on the explosion.


11 Dec

Comment

Originally posted by Shrubm

In line with more questions about the barrage support. Will galvanic arrow supported by barrage create the damage cone on every projectile? Or is there only one cone per skill activation?

Every Galvanic Arrow projectile in sequence has the damage cone!

Comment

Originally posted by Chozor

Since the explosion includes a part of the weapon damage, does it count as "Damage with weapons"?

Yeah, those kind of stats were why the base damage was added to the explosion, so they'd affect the whole skill.