ekimarcher

ekimarcher



17 Mar

Comment

Originally posted by Cog_HS

I’ve read somewhere that primalist and sentinel were two of the very first classes in the game. I would guess that their uniques were designed along side them, so they’re certainly due for review.

The timeline isn't quite that condensed. Almost none of the original content for either is still in the game. Also the first 2 classes were sorc and Beastmaster. VK and Necro were the second wave at the end of the Kickstarter. This was before we had masteries at all. And more than half of the uniques in the game were added after all the base classes have been in the game.

I think the acolyte having a lot of transformative uniques stems from a high concentration of supporter uniques as they generally have a higher complexity budget and are very popular to make.

Comment

Originally posted by vidhartha

You keep saying wrong but where do you see what it right? does it specify what it should be anywhere that I should be checking?

The tooltip said what it should have been.

Edit: also we always do increased area, not increased radius.

Comment

Originally posted by vidhartha

Was there any reason players should have known it was off? Aside from it being strong of course

In order to know for sure, you would have needed to take screenshots of the size at each point invested and measure them. It would be pretty obvious that it was wrong at that point.

So I wouldn't expect players to have known it was off but we can prove it was off.


16 Mar

Comment

Originally posted by Her_Champion

Oh yeah, it absolutely scales damage from minion damage/damage inheritance nodes.

I should have clarified I meant scaling the size of that particular AoE itself (that one doesn't scale with dex).

It's tagged fire, bow attack, and area on lastepochtools.com so I was wondering if stats like these:

28% increased area of effect for area skills

33% increased area for fire area skills

Are just general, generic stats and apply even to minion explosion area without the need to be inherited (since the explosion is technically tagged as 'area' and 'area' + 'fire' in the case of the latter one)

Its area should scale with area stats like normal. It is an ability used by the ballista though so it only works with minion area stats.

Comment

Originally posted by Her_Champion

Thank you so much! I really appreciate a reply from someone from the team. It's awesome that you guys on here.

One last question regarding ballista's if you don't mind.

I know a lot of people are scaling the ballista explosion itself right now (when the ballista itself actually detonates) and I know that it scales with dex and was recently nerfed.

What I was wondering is there any way to scale the other explosion, the one from the ballista just hitting the monster?

Does it benefit from skill area of effect? Or since there isn't an explicit inheritance node for stats like that would it not scale the on hit explosions at all?

You can find that ability listed on lastepochtools.com the only way to scale it would be through relevant minion damage or inheritance damage nodes. Both where the tags match. I expect that it's fire, spell but I'm not sure on mobile.

Comment

Originally posted by Her_Champion

Ah okay, so my ballistas will basically never inherit any form of penetration?

It will only work with my character, unless and item specifically references 'minion penetration'.

I should also probably mention that the cold penetration from snowdrift boots only applies to frostbite itself. I'm not sure exactly how you were reading it but it almost sounds like you are trying to use it as "could penetration against enemies with frostbite".

Comment

Originally posted by Her_Champion

Ah okay, so my ballistas will basically never inherit any form of penetration?

It will only work with my character, unless and item specifically references 'minion penetration'.

That's right

Comment

Penetration is the stat penetration. Only damage is the stat damage.

Freeze is not an ailment.

Sorry but this doesn't work the way you want it to at all.


15 Mar

Comment

Originally posted by amingolow

Hi, is there any update for these totem related bugs fixing? It has been some time with a few small patch updates released but none of those bugs fixed mentioned in patch notes do cover these totem related bugs I have brought up. Appreciate if you can reply me.

It got stuck a bit in the pipeline due to it being lower severity than some of the other things that needed to go first. I just got it approved today and it is moving again. I don't know when it will make its way in but I'm hopeful for next week.


14 Mar

Comment

Originally posted by d43dr4

While I agree those were stupidly strong and needed to be nerfed, calling the smoke/dive bomb thing a bug is stretching it. Abuse of overpowered ability combo sure, but not really a bug.

It did exactly what the tooltip said it would do: Extend the duration of smoke bomb per falcon landing there.
I don't think it's fair to shame players who used that as "bug abusers".

This is where the line becomes a little blurry. It didn't do what the design documents say it should do. It also didn't do what I was telling people pre-patch. I got this question a lot actually. So we designed it to only work once, we told people it would only work once but then in game, it worked many times.

So it's kinda, how much do you trust that it was supposed to be only once? I don't think the design docs keep a history of when individual pieces were added but I just went to check the original version and it says:

Cloud Gatherer If the Falcon lands within the area of your Smoke Bomb, the Smoke Bomb gains 40% increased total duration. This effect can occur once per Smoke Bomb. (0/1)

But then on the other hand, plenty of things get changed intentionally between the design document and final release.

Now, I do actually know what happened with this one because I'm the idiot that let it happen in the first place. It was ...

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Comment

Originally posted by amouthforwar

interesting, I appreciate the clarification. What sort of advantages did this system offer versus genre-standard loot generation like described previously? I'm guessing this means players find more uniques/exalted items overall compared to other ARPGs?

It lets us detach the relative rarity of unique items from their base type distribution.

It also lets us detach the overall unique item drop rate from the base type coverage spread. For example, in D2, if you added a unique Small Crescent item into the game, the overall unique item drop rate would go up. This means that we can have more granular control over each item's drop rate.

(I also don't want to make it seem like I dislike D2 at all. It's actually one of my favourite games of all time. I just know more about it than say Grim Dawn so I can use it as a reference easily.)

Edit: oh and it also lets us make unique items on special base types that can't be on rares.

Comment

Originally posted by amouthforwar

Well how does it work? I think I might have had a bit of a misconception when I first saw this.

After thinking about it, I'm assuming that when an item drops it has a certain probability of being a specific item type, and then within that item type it has a probability of being of specific rarity?

And then say if it rolls as a unique, it will roll as one of the named unique for that slot, at this stage do all uniques for that slot have the same probability of being selected? And then from there there's a chance of a reroll which would make certain uniques more rare than others?

Or among the pool of uniques for a specific slot, do they already have their own rarity values on top of the reroll chance? I think this is where I was concerned, that already rare items would also have a reroll chance making them even harder to get...

What you're describing is how D2 (and many other games) generate loot. We kinda go at it in the opposite direction.

We start with rarity. If that is unique, then we pick a random unique from the random drop list. We then finish with the re-roll chance (relative unique item rarity). That's it.

edit: then we do roll the ranges on that unique but that's not really important to this question.

Comment

Originally posted by Tekparif

hi mate, may i ask if there are plans in near future to make some changes on trade post UI, such as adding suffix/affix tier filter individually? right now the filter works on all suffix/affixes at once

for example lets say im looking for a t7 spell dmg + cooldown + freeze rate on my wand. i want spell dmg to be exact t7 but for cooldown-freeze rate i dont care what tier it is, unfortunately i cant search three of them seperately. i have to look for ALL t7 spell dmg wands and look at them one by one. the tier filter applies to all 3 so it means i can only look for `show me the result if all 3 stats are t7`

second example is, i would like to look for lets say %5 ward retention and %8 poison resist small idol(which should be max roll if im not wrong), but since i cant put a filter on the stats, there are hundreds of those rolls and %99 of them are crap rolls which i have to manually look every page to find the big rolls.

hope i could explain myself better and ...

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We are actively working on bazaar UI and UX improvements. I don't have any details yet to share.

Comment

Originally posted by RealZordan

What about a corruption catch up mechanic within one character?

E.g. a global base corruption, that increases with the local corruption. So if I am at 600 corruption in one Monolith and I start at 100 corruption in another I would get bonus corruption from defeating the Shade of Orobyss in the new Monolith.

This way players would still have the agency to keep corruption lower in one mono if they want (via sanctuaries) but would not have to go all the way back to 100 if they are already at 500+ in another monolith.

It's a little different than this but this is already in the game.

Comment

Originally posted by eliel77

That's nice to hear. Could you elaborate it a little more ? On alts we would gain stability faster (more stability from each echo done ?)

Not yet

Comment

Originally posted by Odd-Emu2592

I would love to see that integrated into the loot filter. So a rule in the loot filter would allow you to define a stash tab additionally to the coloring options. Then, when dumping items into your stash, the loot filter would be applied the same way to identify the tab the item should go to.

That would allow to define those rules on a pretty detailed level based on a system that's already in a game and players are already using. 

It would require to add additional options to the loot filter, though, like being able to define rules for LP, or being able to filter for keys etc. 

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I see you trying to get me to add LP to the loot filter. Gotta get up pretty early in the afternoon to sneak one by me.

Comment

Originally posted by MadxxDog

Any ETA for Blessings changes? It was one of the reasons that I unistalled the game ATM.

No, it's not implemented yet.

Comment

Originally posted by amouthforwar

the fact that this is a thing concerns me but I guess that explains why I'll get a ton of duplicates of the same items even in the same run...

I'm curious what concerns you about this. It's basically just a relative rarity system.

Comment

Originally posted by Leo_Heart

It needs to be both imo. Also make an option where your highest corruption apply to all monos. spamming monos for weeks to get to a corruption that challenges your build is bad design. I almost always give up before empowered monos become hard or challenging content. Running the same easy content over and over and over and over again to get to your desired difficulty is just so bafflingly bad

I'm not saying that we won't ever do something like that, just that the thing that we've decided on in a design meeting was around stability.

Comment

Originally posted by AustinYQM

I want to mark a GROUP to have an affinity lol

Group Affinity: has 2LP

find the next open spot that the item fits in in any tab

I'm suddenly trying to think of how to do both.