Rory_Rackham

Rory_Rackham



05 Sep

Comment

Originally posted by SirClueless

Also, what exactly is the minion accuracy buff going to entail? I assume it's just higher flat base accuracy? The patch notes say "All minions," does this include Arakaali's Fang, Dancing Duo, etc. as this suggests?

Every monster that is inherently a player minion has that higher number. Spectres are the only exception because each monster has its own base accuracy, but that's why the gem gives quite a bit of flat accuracy now.

Comment

Originally posted by mcurley32

what about Summon Skeletons and Raise Zombie limit breakpoints?

Summon Skeleton summons 3 at once at level 11, 4 at once at level 21, 5 at once at level 31.

The maximum number of skeletons is 6 at 6, 7 at 12, 8 at 18, 9 at 24, 10 at 30 and 11 at 36.

The max zombies are 4 at 5, 5 at 10, 6 at 15, 7 at 20, 8 at 25, 9 at 30 and 10 at 35.

Comment

Okay, here we gooo

Raise Spectre has a base of two spectres max at level 11, three at 21, and four at 31.

Carrion Golem's Leap Slam has a 4 second cooldown, and doesn't repeat with Multistrike unlike some Spectre leap slams. It deals 180% of their base damage. The Bone Cascade has a 4 second cooldown, can multistrike, has 10% less attack speed and deals 65% of base damage, but can hit enemies multiple times with each cascade. The non-cooldown attack deals 135% of their base damage with the first two swings which are wide cones, while the third to sixth swing deals 162% of base damage with 200% more attack speed, but in a smaller rectangle (For bursting down enemies that survive the first two swings). At level 20 of the gem, they do an average of 372 damage per hit, with an attack time of 0.9 seconds. They have 1067 accuracy rating at gem level 20, the same as other minions.

The Delve chest mod can still give +1 to maximum spectres, as do Midnight Bargain and...

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Comment

Originally posted by eMbbuZomg

Hey mark, i apologize for offtopic, but wanted to ask a mechanical question about wild strike since the treshold jewels for elemental hit will now apply to it. From how i understood the cold portion of the skill is considered cold, projectile and attack. The gem itself says "chains 7 times", does this chaining effect apply to the ice portion aswell for the purpose of deadeyes richochet node (10% more dmg per remaining chain) ? same question with the helm enchant + global additional chains

The stat currently does this, but a patch very shortly after release will correctly set the stat to being chains for the lightning variation of the skill only.


04 Sep

Comment

Originally posted by hybrid3214

Not sure if you know this but can a stave now roll +3 to fire gems AND +2 to all spell gems or do these mods block each other? Because that seems kind of insane when combined with something like a double corrupted skin of the loyal, like level 32 spell gem or something.

You can get both +3 to fire gems and +2 to spell gems on a staff. We've capped gems at level 40 because of this change!

Comment

Originally posted by BardicGypsy

Will the new skill gems have their helmet enchant added to lab on the start of Blight, or they will be added later on, like how it happened with some melee skill gems in Legion?

The new enchantments will be added with the release of the skills this time.

Comment

Originally posted by ToastofBlood

Hi, you specifically said "modifier to your damage" - in my understanding that would be global more multipliers, for example aspect of carnage. Would (for example) concentrated effect have any impact on the mechanics of Plague Bearer? If so, which exactly. Does the AOE get cut down and the DPS increase, or neither, or only the AOE cut down?
Thanks!

Concentrated Effect on Plague Bearer would only apply to the area, so you'd be shrinking its damage zone with no benefit!


03 Sep

Comment

Originally posted by nandazzar

There are a number of consequences of these changes. Because the global gem modifiers are much more powerful than the previous local modifiers, we've removed the low level crafting recipe that added +1 to level of socketed Fire/Cold/Lightning/Chaos gems. This recipe has been replaced with a similar one that applies added fire/cold/lightning damage to spells and takes the rarity of the item into account to determine the mod's tier. There is currently no replacement for the Chaos recipe.

Can we know what this recipe is ahead of league start? This is a very important recipe for a lot of people.

It's pretty much the same as the old recipe!


02 Sep

Comment

Originally posted by ErrorLoadingNameFile

Hey Rory I have a question regarding Strike skills - it is obvious that you guys do your best to improve them and make them more playable. In my eyes the biggest issue is the need for the Melee Splash Support (even after the weapon range target increase). Now in the past the Slayer could get the splash effect for free and we have it for free on some Strikes in the form of the Glacial Hammer and Dual Strike jewels and it never seemed like it was too strong for free. Could you consider making it an innate ability on Strikes in general going forward?

It's something we're going to be looking at going forward, and the goal would be to provide reasonable alternatives to Melee Splash so you get more choices rather than many Strike skills feeling like they have Melee Splash as a mandatory support for clearing. Increases to Melee Range on the passive tree are one way we're doing this in 3.8.0, but more improvements will come in future.

Comment

Originally posted by digbatfiggernick

For Venom Gyre, if the projectile never chained and it returns because it reached the maximum distance travelled, will the return projectile still have any 'remaining chain's left?

Venom Gyre's returning projectile always pierces, so it can't actually chain, but stats that care about the number of remaining chains will be maintained. When you catch the projectile and fling it out again with Whirling Blades, all of its Chains, Forks and Pierces will be refreshed, so you can chain all over again.

Comment

Originally posted by JeffK40

You have so much information, can you stop by and talk to us a little bit more please? Everything you write is just clear, GGG_Mark will usually go into high level explanations that make my brain hurt.

Leading up to release I should have a little more time, now that the balance manifesto is written and all skills are revealed!

Comment

Originally posted by Da4orce

Hi Rory, any clue if we'll gain vaal souls from blight monsters? Totally off thread but have to ask. Thanks!

Blight monsters will give Vaal souls, and will leave corpses that will decay after a short time.

Comment

Originally posted by fdbug

Increased or reduced duration has no effect on plague bearer

"Expire slower effect" like Solstice Vigil or even self-cruse have no effect too?

Correct, you can't slow or speed up the decay of Plague Bearer with anything other than stats that specifically refer to the skill, like perhaps a helmet enchant that might exist now.

Comment

Originally posted by Seamstressy

If you support it with %more gems does it just deplete the buffer faster?

More damage or any other modifier to your damage has no affect on the Plague Bearer's damage output. It's a very low support cost skill, designed to fit in a 3 or 4-link at most.

Comment

Originally posted by Daesthelos

Just to be sure, do those Zombies count as "Spawned" or "Raised" in regards to Corpse Pacts `Corpses you spawn have 50% increased Maximum Life`?
And also just to be sure, if those Zombies count as "Spawned", will they Shock and Chill nearby enemies when spawned?

With Akuna's Will, zombies get the 50% increased Maximum Life from Corpse Pact, and do Shock and Chill nearby enemies when raised.

Comment

Originally posted by FORTNlT3

So the true question is what's your 3.8 build or you still waiting for patch notes?

Comment

Originally posted by tempoltone

I have some questions:
1. Are your traps and mines' poison affected by Plague Bearer?
2. Can Plague Bearer's 2nd form be link with traps and mines?
3. Will linking it with less duration gem make the rate double or it just stops spending the charge early?

  1. Plague Bearer doesn’t absorb poisons from traps, mines, totems or minions.
  2. The second form is the same gem and can’t be supported by a trap, mine or totem support
  3. Increased or reduced duration has no effect on plague bearer
Comment

Originally posted by riceanalyst

Thanks Rory for the quick confirmation!

Also to confirm - since skittering bots are minions, the only way to scale the shock/chill auras from them would be using support gems like Bone Chill?

(Elemental ailment scaling and aura scaling won't apply?)

Skitterbot's shock and chill auras are the minion's auras, not yours, so only if you could give them shock or chill effect from something like a Necromantic Aegis shield (which doesn't currently exist as far as I can tell) or from support gems could you affect the strength of the aura.

Comment

Originally posted by MoeFantasy

Since the mechanic of [[The Writhing Jar]] was changed, does it requires us to use [[Southbound]] to make sure the bugs not got one-shotted to have the poison applied or the poison got applied regardless if the target killed by the hit?

At least for the curse on hit mechanic, you don't get bonus from curses if you one-shot them. Similar things happen with the Glad's bleeding enemy explode (Bleed is applied while the enemy is still alive after getting hit), so I'm more curious about this.

Mark can probably explain the exact technical explanation, but I can confirm from testing that you don't need Southbound to have poisons on worms count to your Plague Bearer when you hit and inevitably kill them with a single poisonous strike.

Comment

Originally posted by riceanalyst

Hi Rory,

Will "Increased Effect of Non-Damaging Ailments on Enemies" scale the shock and chill from Corsepact?

I've just tested this, it appears that your shock and chill effect does apply to Corpse Pact's ailment auras.