The book's not called Tolmat's Correct History of Eterra
The book's not called Tolmat's Correct History of Eterra
It is bugged and currently does not accept catalysts or quivers. We're working on a fix.
We're working on a fix for this
All the new content is available is available in legacy. You're portalled to the Haven of Silk after a Cemetery, not a Tomb.
There is no lizard level
I'm sorry but what do you mean by "at level 100"? Does personal level change the chances of higher LP on uniques? Isn't that a flat % on each item based on their "effective level" (as we can see in lastepochtools for example)?
Character level has no effect on it, but area level does for drops. It's (area level + 20 - effective level for LP) that's passed into the LP calculation.
Wait what what what???Â
So crit success doesn't just add a single LP, it can potentially add 2+ LP? You can crit success on a 1LP and turn it into 4LP?Â
That is massive. I think you guys have successfully converted slamming from a butthole clenching moment into something I'm always going to be positively excited about.
So crit success doesn't just add a single LP, it can potentially add 2+ LP? You can crit success on a 1LP and turn it into 4LP?
You can, it's just really unlikely.
Wait what does the chance for critical do?
It causes the item to take more affixes than its legendary potential, e.g. taking three affixes with a 1LP unique.
The chance depends on the chance for that unique to drop with more legendary potential than the one you're using. For example if you're using a 1LP Calamity the chance depends on the chance for Calamity to drop with 2 or more LP at level 100.
It's there to inject some more RNG back into the system to make it more exciting, but also to make the other affixes on the exalted item still matter when you're using a 1LP unique and can guarantee the one you want the most.
I can't seem to get reddit table formatting correct, but here's the math I have in a different format than this if it helps.
With Grasp:
100% => 4.35 avg hits
125% => 5.35 avg hits
150% => 6.12 avg hits
175% => 6.78 avg hits
200% => 7.4 avg hits
225% => 7.92 avg hits
250% => 8.4 avg hits
275% => 8.81 avg hits
300% => 9.25 avg hits
Without Grasp:
100% => 3.72 avg hits
125% => 4.72 avg hits
150% => 5.49 avg hits
175% => 6.16 avg hits
200% => 6.8 avg hits
225% => 7.28 avg hits
250% => 7.8 avg hits
275% => 8.18 avg hits
300% => 8.62 avg hits
This looks similar to what I got when simulating it. It doesn't have a huge effect on average hits, but it does increase variance a lot, roughly tripling it. This increase in variance is because it makes the occasional really long chains much more common (e.g. getting another four hits when you dip below 100% chance is much more likely if those chances are 80%, 66%, 66%, 66%, rather than 80%, 40%, 20%, 10%).
Those long chains are really cool to see when they happen, so we wanted that sort of variance to be a common experience. But we didn't want to overcomplicate the skill by including it in its base behaviour. So we put it on a prominent travel node that's good, and looks enticing, but doesn't give so many average hits that it feels like you have to take it.
yeah weavers will is quite a fun mechanic. i wonder if the tombs/cemeteries will have higher droprates for weavers will items...
They will, both from enemies and reward chests.
Read moreAre symbols and sigils the same thing?Â
Yes, it's the same skill, just reworked a bit so that you don't have to keep pressing it for what was effectively a passive effect.
It was renamed to avoid any confusion with the Sigil mechanic that we've hinted at before and are adding in a later update. All existing items and effects that interacted with Sigils of Hope will now interact with Symbols of Hope.
Yeah im really hoping it works with experimental mods as well haha. I might have to revisit my zombie belt build if so
It does work with experimental affixes, and with set affixes too.
The other sources of vanguards that I've played with seem to stop triggering once you're at the cap, I never noticed them falling over or anything. So I would guess this doesn't work the way you're hoping.
You could use a Skeletal Mage with the Profane Oblation node to detonate the vanguards, though. Someone posted about a necromancer built around that interaction. The mages are very aggressive with the Oblation skill as long as the vanguards or warriors are next to an enemy.
The mages are very aggressive with the Oblation skill as long as the vanguards or warriors are next to an enemy.
The AI specifically works by only targeting minions that are currently using a melee attack. And the mages prioritise that spell above all others, and it has no cooldown, so they'll generally detonate a melee skele as soon as it gets in melee range and starts using an attack.
This has already been fixed internally, and that fix will be included in the next patch.
A year late, but I have a followup question:
Do flat increases from the skill tree itself (like Hammer Throw's Avatar of the Spire "physical damage: +12") get multiplied by the "added damage effectiveness"? Or is this added to the 'base'?
And likewise, does Void Knight's Void Bolts "Throwing Void Damage: +2 per point" get multiplied by the "added damage effectiveness"? Or is this also added to the 'base'?
Do flat increases from the skill tree itself (like Hammer Throw's Avatar of the Spire "physical damage: +12") get multiplied by the "added damage effectiveness"?
Yes
And likewise, does Void Knight's Void Bolts "Throwing Void Damage: +2 per point" get multiplied by the "added damage effectiveness"?
Yes
This sounds like you can now farm orobyss pretty easily:
→ go to a timeline with at least 40 corruption lower than your highest timeline
→ do an echo and spawn new orobyss echo
→ kill orobyss and thus increase your corruption over the threshold
→ lower your corruption to at least 40 lower again by the temple echo at the start of the web
→ rinse and repeat from step 2
The chance of the Shade of Orobyss dropping its uniques scales very heavily with its distance from the centre of the echo web. The chance is also higher at higher corruption, so I wouldn't expect this to be optimal, but it might be if you're specifically trying to farm the ring or boots. We might need to disable those drops for shades that are unusually close to the centre if this turns out to be a problem.
Read moreRank 9 in the harby faction doubles them too. Not sure how those two interact. Are the 5x combined? Or just 4.5x? Either way, still quite strong.Â
They're multiplicative, so you get 5x.
I'm taking a look now. Thank you for the report, and sorry for any items lost.
Edit: I've found the cause and have a fix that seems to be working. We'll get that out in a hotfix as soon as possible.
The mobs are like where did he go?! That's hilarious. Though I wonder how it was not discocered in testing.
It was discovered in testing, but it's tricky to get the system to perfectly recognise when it should or shouldn't go the full distance to reach another traversable area. It's better for it to err on the side of the player's favour and end up with some situations where it does go the full distance, but shouldn't, than to do the opposite and end up with situations where it should go the full distance, but doesn't.
Falconers would be too OP if they could maintain their sanity on top of their other bonuses.
But, I will pass this on to our sound designer.