They are minions
They are minions
Wandering Spirits have never been minions (they just scale with minion damage), but the Wandering Spirits skill is a minion skill and does work for the node.
The node’s description has been clarified to say “if you have used a minion skill” rather than “if you have summoned a minion”, but I’m not sure whether that description change happened after 0.7.3c or not.
The total number of potion affixes is going down in this update, and the remaining/new ones will be rarer than the old ones and roll on fewer slots.
The base cooldown was 4 seconds before (the tooltip said 5), but the extra projectiles node was bugged and added 4 seconds per point rather than 1.
So before this patch the cooldown was shorter if you had 1 projectile, slightly longer if you had 3 projectiles, and much longer if you had 5 or 7 projectiles.
It currently does not use your ice thorns tree.
This is a bug and will be fixed next patch. Sorry for the inconvenience.
Wandering Spirits are not minions, but there are two ways in which they’re similar to minions:
Casting Wandering Spirits counts as using a minion skill.
Wandering Spirits’ damage is affected by “increased minion damage”, and other such minion damage modifiers.
I’ll amend the tooltip in game to make this clearer.
Yes, and that’s also true for any other ailment chance from items or passive.
Attribute scaling stats apply to anything the skill creates, including ailments and procced skills such as charged ground.
Spark charges do stack, but the spark novas from Charged Ground do not apply them.
In general nodes that add an effect to the main skill of a tree don’t apply to other skills procced by the tree.
Visibility is also a priority and darker enemy names proved difficult to see in some areas. Unique enemies still have a different style of health bar that helps distinguish them from rare enemies.
It should say “Archmage Wand” rather than “Mage Wand” (which is the dev name for the Archmage Wand).
A fix for that bug will be included in 0.7.3
Thanks for compiling this data on freeze chance (and on shred/penetration in the other thread).
We were aware of the difficulty of keeping freeze chance high as enemy health scaled up rapidly at high levels, but this chart really helps visualise how severe the issue is. We’ve discussed this quite a bit internally since the thread was made and have decided on a systematic solution to the problem with scaling. However that’s unlikely to be ready for 0.7.3, so in the mean time we’re planning numerical buffs to several sources of increased freeze chance to alleviate the issue.
We’re not ready to discuss the full details of how class specific items will work in Last Epoch.
However I can confirm that we are currently planning for there to be armour and weapons that are specific to individual base classes and mastery classes.
Thanks for taking the time to make such a detailed write up. A lot of your points and suggestions are good ones. I’ve made a note to look back at them when we come to change the tree.
In particularly I agree that the existing options for DoT specialisation and stacking damage over time are lacking and future changes to the tree should address that.
In terms of some of the more transformative node suggestions:
Volatile Ether is a cool node that wouldn’t be difficult to implement and would provide a different damage pattern, so it’s a good candidate for being added.
Soul Infestation sounds like it would feel really good to use, but it’d be much harder to implement and balance. I don’t want to rule it out though.
The change was to reduce the range where they run back to you if you are particularly far away from them.
The range at which they engage enemies has not been changed, but is planned to be reduced in future.
Just to clarify, we’re not planning on widespread shortening of levels.
We’re only adjusting the Shattered Valley and its Imperial Era equivalent, Welryn Outskirts, to focus on the part of the map that has unique terrain so that it’s more evident when playing that the two zones are the same part of the world, but in different eras. The change will also mean that their transitions to Welryn itself are in the same place.
It is too powerful.
It used to have a cap at 50% of your maximum health per second, but we removed it in the leech rework. Now all leech instances have a fixed duration of three seconds instead. The reason we made this change is because we don’t want health to become a single most important stat for defenses, and an important part of that is avoiding sources of recovery that scale with health.
We stand by the reason for this change, but it looks like it has generally resulted in health leech being more powerful point for point, meaning that the values we were using for sources of health leech are now too high. We will be reducing these values in upcoming patches, and may also increase the base leech duration.
Another thing we’re looking at is how to make leech require more non-damage stat investment at end game to counter the problem of it being a defence which is improved by just stacking damage. The “Increased health leech” hybrid affix is part of this, but at...
Read moreAs an update, the patch is going to take a little longer than expected, because we’re getting in some fixes to long load times.
It’s been fixed internally. The fix will be in 0.7.0c which we plan to release within the next couple of days once some of the other planned fixes are ready.
So it turns out the hammers’ auras were actually dealing fire damage… Oops