ekimarcher

ekimarcher



25 Mar

Comment

Originally posted by Mordrain

u/ekimarcher another possibly helpful information. Right now when I open my chest for the first time I can't see anything, but closing and opening it again fixes it.

Yea, this is a different bug than the one I'm working on.

Comment

Originally posted by Txixo

Well, its not. It just happened to me and lost a BiS unique for my build which i'm sure i'll not get anytime soon. 😢

Sorry if I wasn't clear enough. There was a set of rollbacks that happened around the time this thread was created. Those won't happen again. We haven't fixed all causes of them yet but are working on it as a very high priority.

Comment

I'm working on a fix for this. If I'm right, the items aren't gone. I'm hoping to get them to display right. I'm the meantime just don't delete any categories. Some people have recovered tabs by making a couple new categories.

Comment

Originally posted by XerXesKay

You can essentially capture player data on server connection with tools like Fiddler and Wireshark etc... and convert to a save file, so the data can definitely be read.

Why not save an encrypted local copy of that every couple of minutes and use it in case of data loss?

We can't use any systems which really on client side data storage. As soon as we do that, the gates are wide open for cheating in multiplayer.


24 Mar

Comment

I'm in the middle of working on this right now. From what I can tell the items are not deleted. I'm still working on fixing the issue though. It also only appears to be an issue if you have changed the order of the categories.

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Originally posted by RemoteFlight8282

Is there any way to get back the progress I lost? I was set back almot an entire chapter with my new necromancer . :/

I don't know. I haven't heard of any success stories for data recovery from one of these rollbacks yet.

Comment

Originally posted by IV_Z-

Why don’t they work though?

I would assume any node in any tree would work with the sub skill in said tree.

It just seems like an unnecessary issue?

This one little thing limits the synergy between many nodes in many skills when it just seems like it shouldn’t.

It's just a byproduct of how skills are set up systematically. These target conditionals need to be individually coded for each skill and sub skill which wants to use them. This goes in a mutator for the skill. Some subskills don't even have a mutator because nothing changes their behavior. The two exceptions that I listed have had those properties manually passed down to the subskill mutator so that it works there too. We are looking into a systematic change that will allow us to do this automatically but it's something that will require a fairly significant change to accomplish.

Comment

We have identified a new problem that caused a set of rollbacks in the EU region. We shouldn't see any more instances of this specific cause for unintended rollbacks. We are working on a long term fix for it not to become an issue again in the future.

I'm not 100% sure this is the cause of all of the rollbacks in this thread but the timeline fits quite well.

Comment

We have identified a new problem that caused a set of rollbacks in the EU region. We shouldn't see any more instances of this specific cause for unintended rollbacks. We are working on a long term fix for it not to become an issue again in the future.

I'm not 100% sure this is the cause of all of the rollbacks in this thread but the timeline fits quite well.

Comment

We have identified a new problem that caused a set of rollbacks in the EU region. We shouldn't see any more instances of this specific cause for unintended rollbacks. We are working on a long term fix for it not to become an issue again in the future.

I'm not 100% sure this is the cause of all of the rollbacks in this thread but the timeline fits quite well.

Comment

We have identified a new problem that caused a set of rollbacks in the EU region. We shouldn't see any more instances of this specific cause for unintended rollbacks. We are working on a long term fix for it not to become an issue again in the future.

I'm not 100% sure this is the cause of all of the rollbacks in this thread but the timeline fits quite well.

Comment

Originally posted by Polantaris

You were right to challenge my assertion. I definitely no longer think this. I tested it off the dummy and went out of my way to make sure I was watching only DoT numbers.

My problem is that my build hits so many times it can muffle the DoT numbers! The yellow numbers from my hits would cover the white numbers and I was missing them. However when I stop attacking and leave the DoTs to just do their thing they're never yellow.

Sorry!

It's all good, I just might be the person who made that system and know it pretty well. :)

Comment

Originally posted by StonejawStrongjaw

"stats which are conditional on the status of the target don't get passed along".

idk what that means

More damage to ignited enemies.

It is conditional on your target having the status of being ignited.

More damage to high health enemies.

It is conditional on your target having the status of high health.

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Originally posted by ZZZZZiiiiiLLLLL

I've never seen yellow dots. But it seems like majority of my hits are big and yellow. Does that mean I'm criting every hit??

yes


23 Mar

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Originally posted by Shrukn

Just delete the official forums at this point, you never post anything important for long term players only unknown faceless redditors, or in discord, you only communicate here as its more 'popular'

No. I got linked the thread here, I replied here. Please avoid hyperbole to try and prove a point.

Edit: I literally replied to a thread you posted in earlier today.

Comment

Originally posted by Polantaris

Would love if a dev confirmed but I feel like DoTs being yellow is because they're a combination of multiple DoTs, but that's a guess based on observations. My Bladedancer that deals Poison, Bleed, and Ignite, gets yellow DoT damage almost all the time.

I challenge the existence of yellow dot damage numbers.

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Originally posted by flutterkind

Do non-conditional nodes (or nodes whose conditions depend on yourself rather than the enemy) from the respective trees apply to each of the subskills listed above? I know you mentioned on Discord that at least for Spirit Wolves they shouldn't apply because Spirit Wolves isn't considered a subskill.

I haven't checked every single node so there is bound to be an exception. However, since Spirit Wolves is not a subskill but rather a minion triggered ability, it does not inherit these things.

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Originally posted by Kelvara

Ok, one last question about subskills, do the rules you mentioned also apply to subskills inherited from other sources such as mastery trees? Such as Fire Aura, Shock Nova, Shaman's lightning procs, etc. Do they also affect ailments applied by the skill?

sadly, it depends. Most of the time, probably not

Comment

Originally posted by Socrathustra

As always this does not pass to equipable skills which might be triggered, e.g. Lightning Blast triggered by disintegrate.

I presume this is because they use their own skill tree unless otherwise stated? And what about the meteors cast by, uhh, black hole (it's been a while since I played, I forget names)? They're an equipable skill, but they explicitly don't use the tree. Should they benefit from black hole's effects?

black hole meteor is the exception, let's call it comet instead and it's like any other normal subskill now