ekimarcher

ekimarcher



27 Nov

Comment

Originally posted by stefanw1337

Which is exactly the main attack I'm using, Tempest Strike. True, I was thinking on trying the Rune of Ascension.

I expected Lagon or any boss to have resistances to whatever attack genre they are using themselves, that's kinda the logical rule of thumb. But I guess not then, Shaman just sucks versus that boss, haven't had issue son any other so far. A few more levels and he's mine, was at the last phase and he had like 30% left. But my pets kept dying which give some leech on lightning, got the staff that gives 19% leech on lightning.

Nah, I kinda don't follow any guides and figure it out on my own, I play the skills I like and works (synergy wise) and I play until I don't have any more fun, like if it gets frustratingly hard. Not that fan of hard tbh, as I want to feel heroic and not some weakling that struggles.

Ok, well in that case, I strongly recommend picking a different main skill to focus on for now as Tempest Strike is probably the worst primary damaging skill in the game.

Comment

Originally posted by stefanw1337

Yeah, well. I'm 55 on my lightning shaman right now. Can't do Lagon, he hits too hard. Also he's pretty resistant to cold/lightning damage it seems. And I can't do monolith, I don't think. So will just have to grind randomly around to level and get high enough level. But I'm looking for the Artor's Legacy, but seems it doesn't say anywhere who drops it, or if it's a random drop. By the name seems like I need to kill Artor for it, but that's a guess.. That's why I want open loot tables, to farm more efficiently.

Artor is not an enemy you can fight. Artor's Legacy is a level 44 item and a random drop. It can be found in any level 44 or higher zone. Once you do make it to the monolith, you can increase your odds of finding it by doing the Black Sun timeline. You can also get it by using a rune of ascension on a helmet.

Lagon has 0 resistances at all.

Shaman has some major power issues at the moment. I'm literally working on Tempest Strike's rework right now. You can also send a link to your character (by using the tool on the website I linked) to other players who can help you improve it if you want.

All information on the item is on it's page here: ht...

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Comment

Originally posted by stefanw1337

That is like Über Lillith, I'm never gonna get there anyway. Playing casual and not min-maxing anything, that's the plan. So 17 bosses, I might touch some of them. When build can't progress, it's time for a new character/alt. I probably touched 1-2 of them to his point. And probably not gonna go that much further, unless gear can get me further.

So still want to know their loot tables, to know if they're worth farming for me and my alts. But I guess I won't be knowing yet.

All the bosses that you can access with purely crafted gear have those same loot tables on that same site. I just picked the hardest one out of the field. You can change the tier at the top of that page if you want to see the lower versions of that same boss. You can go to a different boss if you want too. The information you're looking for is on that website I linked.

Edit: for example, here is the first boss of the end game. You can beat this boss with an extremely casual build. https://www.lastepochtools.com/endgame/monolith/fall-of-the-outcasts/normal/boss-items

Comment

Originally posted by stefanw1337

What you describe IS a loot table, however it is "unknown" or hidden. Since it's not an actual list of them (like wowhead for WoW) and browsable, but it's probably coming then, just not been discovered by the community yet?

All of the information is available on https://www.lastepochtools.com/ and probably tunklab too. Here is a link to the items for T4 Temporal Sanctum Boss Julra: https://www.lastepochtools.com/endgame/dungeons/temporal-sanctum/tier4/boss-items

Comment

Originally posted by stefanw1337

I think you misunderstood what loot tables are.

Boss 1: All The Items The Boss Drops

Boss 2: These Items That Drops Here Are Different From Boss 1

Boss 17: Some Items May Be In Common But Not All

Each boss in the end-game has a set of specific items that only it can drop. One of them will always drop. It picks one at a set weighted random roll. That information is available. To me, this is a loot table. We don't present it anywhere as a literal data table. Sorry if this isn't actually a loot table.

All enemies have random drops on top of that.

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Originally posted by ImYourDade

On the topic of absurd amounts of +skill has the idea of a unique that's just straight up like +20 to a skill been thrown around? What's the max number of points in a skill tree anyway I never looked to see if they're the same amount

I'm not sure which one has the most. I just picked a few at random. Lightning Blast is 70, Transplant is 67 and Synchronized Strike is 84. Most are probably around that number. We've considered uniques with that much but the skill trees aren't prepared to handle +skills of that magnitude yet.

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Originally posted by Toukoen_Raize

Make it another mod for a system like exiled mages

Well, funny enough the placeholder affixes for the experimental affixes were just +8 to a skill type.

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It's a cool idea. I like giving big +skill spikes. We can't put this on a non-unique item outside of the slot that the skill x already has a +skill affix for. So one of helm, chest or relic depending on the skill. So sadly boots are a firm no for this.

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Originally posted by stefanw1337

3? Will the 14 remaining ones show up at some point then?

The 3 items which specifically drop for those 17 bosses.

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Originally posted by stefanw1337

Hehe, I like Necromancer ;)

So where can I see those loot tables?

Lastepochtools.com it's only for the 3 boss specific drops on each of those bosses

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Originally posted by PushAggressive6243

I sincerely hope this does not become a Wolcen situation where we are waiting years for a conclusion. Not that I think its likely, but "launching" an incomplete game will give people that worry.

As we've been in early access so long and with the volume of post-1.0 content that we will be creating, I hope that the game won't be "complete" for a decade. Picking a 1.0 launch date is fairly arbitrary. This will be the point where we feel like we have a complete experience for the players at a quality level we are proud of.

We are dedicated to launching significant updates to the game on a regular basis.

Comment

Originally posted by Pretend-Guide-8664

Yeah a lot of things make sense here. The logic of where to stop seems arbitrary to players for sure. And a media company can't just tell their players to suck it, so you have to curate the right expectations. That all makes sense. To me it just seems a bit arbitrary where you draw that line. Like, the decision to include affix shards is a similar decision to choose 1-2 more loot filter conveniences. There will be some people that ask for more but isn't that always the case? I guess I'm saying I'd expect the resistance to be around the same level, and that y'all can pick any middle point to stop at and have the same resistance you do now. Of course again, IMO

This may become a larger problem as power creep inevitably creeps in, too. Although LE seems to have done a good job by not making it speedy speedy (no generic mana on hit, movement skills are class locked and have good cool downs, etc)

I appreciate all of your replies!

That is a very good point about it being arbitrary and I guess this is where we planted that flag. It's not necessarily a forever decision either. I think we probably won't budge much at all for 1.0 but it's a discussion that we will continue to engage with.

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Originally posted by chesul

With the affix shards thing, I definitely understand wanting players to still have to click on them, and I think that's a fine thing, but I'm curious why they go to the inventory instead of to the crafting pouch, as there's never an instance where you want to look at individual shards/runes. While picking them up seems like a fine thing, as I definitely think seeing a pile of shards fall on the ground is a nice small hit of dopamine, having to stop, open your inventory, and clicking the "put the things in the pouch" button seems like a step that doesn't benefit anyone, so I'm wondering what the thought process on that is?

I'm pretty sure we are getting rid of that step. Don't quote me on that though. I'm pretty sure I heard something about an auto stash option for crafting mats. The original reason was to try and make them feel more like items but as we have made more and more of them, they end up feeling more and more like resources instead.


26 Nov

Comment

Originally posted by Pretend-Guide-8664

Fair enough. I'm not sure if I personally agree with the slippery-slope argument but I can see the motivation.

Well, we are on the next step of the slope with affix stards and we get daily requests to advance them to the next step so that's the information we are working with.

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Originally posted by stefanw1337

Monster specific drop tables are coming.

So.. Is it here yet?

Level 4 Threadsurection spell. Very impressive.

Technically yes. 17 bosses have specific item drops.

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Originally posted by Pretend-Guide-8664

Sad. Why create friction :( the game is the game not the dopamine rope pull game of hovering over good thing after hovering over 100 bad things. Boo.

This take feels discordant in respect to having a filter integrated at all. Did a different lead make that decision? Just seems weird inconsistent, but I understand that I don't have all the details. Still boo

It's a slippery slope to sad town. Did you play Magic Legends? It was very short lived and overall really disappointing. They took this idea of perfect filtering to the natural next next next step and it was one of the worst parts of the game.

At the end of an activity you would get the relevant gear just added to your inventory automatically.

So if we add in perfect filtering, every single item that drops you want to pick up so you just automatically pick up every single item. You might look at it or you might not. Once we get there, the calls for auto looting will increase dramatically. Then we cave to that and you can auto loot. Then the people who have dot builds and minion builds are up in arms because we are making the game worse for them. So we just make it auto loot infinite range and you've got Magic Legends' loot system.

Now, you can't really walk any of those steps back without massive negative press.

So, where do we hold the line? Because...

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Originally posted by Dildhosaggins

Sorry, but one thing is supporting the game in early access by buying it, knowing its unfinished and with bugs here and there, another one is buying it on release at full price and then realising its unfinished.

I bought the game a long time ago, and honestly i don't care much for the story, but the point here is that in this sub most of us are already supporters, the problem is with the ppl that will buy the game at release, i don't think i would be happy with my purchase if i was one of them.

And that's totally fair. Delaying the game by another year would be way worse. So this is our best option.

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You know when a TV show clearly has plans for a few more seasons but the network gets nervous and cancels the show early. Then the writers have to cram 3 seasons of story into 1 or they do a wrap-up mini movie after the fact. That was our other option. We did a bunch of research to see what people will generally prefer. We don't have the time to complete the story by a launch window that we need. So, the options are rush the ending or launch with the campaign unfinished.

Also, I don't expect everyone to track all of our news, but just in case, this wasn't a general revelation from last stream. I and many others have said that the last 3 chapters would be coming post 1.0 for a long time now.

And it's not like it's going to take years to finish it. And it's not like the story is going to just stop when the main campaign is finished either.

So while this might be disappointing, it is by far the best option we have.

-Mike


25 Nov

Comment

Originally posted by EartwalkerTV

Well I guess you could get over 100% crit chance, it doesn't do much above 100% unless they have crit avoid.

How does crit avoid work anyways? Is it a % or a flat amount reduced crit chance?

Crit avoidance is the chance to convert an incoming critical hit to a normal hit. See my reply to the guy who replied to me for an example. (I was being nice to the other guy, I'm right on this one)

Comment

Originally posted by JustRetributor

Oh, really? Overcap crit doesn't compensate for crit avoidance? Tell that to all the top players who have actually optimized their builds and can easily shred through enemies with high crit chance. But sure, let's ignore all their hard work just to make a point. Keep living in your fantasy world where crit avoidance reigns supreme.

I have always understood critical avoidance to be the chance to convert an incoming critical hit into a normal hit.

The example I've heard in the past is that if the player has 200% critical strike chance (overcapped by a full 100% extra) and they attack, all of their hits will be critical hits. Then if the enemy they are attempting to hit has 10% critical strike avoidance, 10% of those critical hits will be converted to normal hits. This means that 200% critical strike chance hitting a 10% critical avoidance enemy will crit 90% of the time. This means that overcapping critical strike chance doesn't compensate for crit avoidance.

I haven't attempted to recreate this example to test it though.

I'm willing to be wrong about this though and if you've got another explanation on how it actually works, I'm happy to hear it.

Edit: overcapping crit chance does help compensate for being blinded though. That's an ailment that gives you the stat 50% less critic...

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