Cool, that makes sense. Will the sequential projectiles then just target near the cursor instead?
Yep!
Cool, that makes sense. Will the sequential projectiles then just target near the cursor instead?
Yep!
Will you inform us of said cap? I for one am planning an explosive arrow miner for stacking one juicy ignite so if capped at like 25-50 arrows these type of builds are dead - which is fair but better to know that going in.
We'll add it to the patch notes when we have a number.
Do the generic bow damage over time modifiers on many of the ranger nodes scale the ignite?
Yep!
Is this taking Ballista into account as well as a potential single player setup?
Yeah, ballista totem support is definitely one of the better ways to stack up explosive arrows in a target.
So are we talking one dude with Quill rain and barrage should be okay? Thanks for the heads up.
That's the goal, yes. Even if the ignite cap is reached, the damage of any extra arrows is still added to the total, so more arrows in a target are never completely wasted.
Speaking of the Barrage support - I don't suppose you'd be able to disclose how it functions when applied to Power Siphon? Does Power Siphon's automatic enemy targeting still function when Barrage Support is in use?
It does function for sequential projectiles on the barrage, but if there is only one enemy it won't auto-target that enemy with the sequential projectiles.
What kind of ignite multiplier are we looking at?
We're doing some last minute balance testing on this, but the goal is to just limit a setup where you have your whole party shooting Explosive Arrow barrages into a target to stack that ignite multiplier to horrifying levels, rather than the average single player setup.
does the base damage of the weapon gets converted to fire damage? that is a question i have, because it can chance the way i'll build it (because if it converts to fire, it can mess up EE for example), thanks!
Nope, we wanted people to still be able to do EE shenanigans.
Are the explosions affected by projectile damage modifiers?
Is the arrow component affected by area damage modifiers?
Sorry if this is a dumb question.
Explosions are affected by projectile damage modifiers.
The arrow is not affected by area damage modifiers.
This is similar to something like Fireball, where if it pierces instead of exploding, it won't count as area damage, only projectile damage. However, when Fireball explodes, the explosion is both area and projectile damage.
So if I have a bow that deals 10-10 phys damage per hit, a ring with 10-10 fire damage to attacks and a weird innervate buff that gives 10-10 lightning damage globally. Will the explosion deal extra:
- 5 phys
- 10 fire
- 10 lightning
Or will it be:
- 5 phys
- 5 fire
- 10 lightning?
The first one is correct!
Does EA have a technical limit of how many arrows "charges" can be attached to a single object? I ask this because VD was recently reduced for performance reasons and I can see nutty builds using mines or traps putting out hundreds of arrows. Thanks!
We're going to put a cap on the ignite multiplier, but currently there is no object cap. We'll have to add one if someone does some crazy server breaking build, but we don't want to limit that kind of build space if we don't have to!
Another thing I noticed was missing from the patch notes was a Galvanic Arrow note, I remember it being teased at one point that it would be able to shotgun i.e. something like "multiple projectiles can damage the same target" similar to ballista skills. Is this still the case or was it removed?
We tested out this change, but it made the skill pretty lackluster unless you were right up in an enemies face. It really didn't feel right to have a bow skill have a lower useful range than many melee skills. We might bring the functionality back at some point with an optional threshold jewel if you really want that mechanic! However, the Barrage Support has a pretty similar effect on your damage.
That portion of base damage is still there, just not described in the patch notes. I'll have someone add it in. It is, however, only 50% of base damage (giving the skill 150% total base damage effectiveness if you combine the arrow and the explosion). Added damage, however, is applied with full effect on the explosion hit, giving added damage 100% on the arrow and 100% on the explosion.
Perfect
Is she called Noir because of her fur color ? (Noir is a the french word for black) or is it something else ?
Yeah, my wife and I had joked about a mischievous black cat called Noir. When we went to the animal shelter, this black cat escaped from her room, climbed up my jacket and sat on my shoulder. We couldn't call her anything but Noir after that!
We will need you to provide us with the cat tax now, non-negotiable.
Payable in pictures, gifs, and recently, in videos.
That is my cat her name is Noir and I love her
Seeing reports that this might be bugged. Tooltips not increasing when adding in minion damage or other supports. Any info you can share on this?
I've tested this on our local servers, and it definitely seems to be working! It's probably just something that tooltips can't calculate, I'll see if this is something we can improve in the long run.
Yeah, I guess skitterbots don't hit enemies, so not being supportable by unbound ailments in this state does kinda make sense... but I did think maybe it'll be given the maim treatment since we were told it could support skitterbots. Oh well, I guess the only thing left to see is if this is actually a bug or a misstatement.
I was wrong about it being supportable, I forgot that it required the skill hit enemies! Sorry about the confusion!
Charged Mines Support and the Blast Cascade node have:
"30% chance to gain a Power Charge when a Mine from Supported Skills is Detonated targeting an enemy"
Does that work with skills which the old Remote Mine Support would not auto-target, such as Firestorm and Bladefall? Or did that behavior change with the reworked Blastchain Mine Support?
Charged Mines and Blast Cascade do trigger when Firestorm or Bladefall detonate targeting an enemy, if there is an enemy in the usual mine targeting range.