ekimarcher

ekimarcher



23 Mar

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Originally posted by Kelvara

Hi Mike, thanks for the response, I did a lot of the testing for this video and couldn't figure out a pattern after testing Static Orb and Chakram (though I see how Chakram works).

Another thing that is often discussed in the community with subskills is conversion, especially with the new more consistent conversion in 0.9, the way subskills do or don't convert still seems very inconsistent. Is this still intended to be handled on a case by case basis, or should there be a rule for that as well?

Ideally they would all follow a rule. I don't have details on which will or won't be converted going forward yet.

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Hi everyone, Mike here from the aforementioned discord text. I'm really sorry about the mass confusion that I've caused, I messed up when I answered that person's question. I checked one of the conditionals and assumed the others worked the same. The Vengeance "while below" node does get passed along.

What I should have said was "stats which are conditional on the status of the target don't get passed along". I know how misleading what I said was because there are conditional effects that are based off of you which do get passed on.

These inconsistencies are definitely a problem, and we will be working to make these rules more obvious, explicitly stated, and consistent so that we can take the guesswork out of making a character.

So, I checked the list, and here is what does and doesn't work. Conditional effects which are based on the status of your target do not get passed to sub-skills. Conditional effects which are based on you do get passed along to sub-s...

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Originally posted by Tagek

So if I'm understanding you correctly..

If you proc Fireball by casting Flame Reave (with the Catalyst of Ash passive), Blade Weaver will increase the damage of Flame Reave AND the procced Fireball, but not of spells cast by the procced fireball? (like the flame burst spell that procs for every 5th fireball)

OR are you saying that when you proc Fireball through Flame Reave, only Flame Reave gets the damage boost and NOT fireball?

when you proc Fireball through Flame Reave, only Flame Reave gets the damage boost and NOT fireball

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Yea, I've been rocking it as a combo defensive iframe skill and an execute for my 2H flurry rogue. Still early days but I'm really enjoying it.


22 Mar

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Originally posted by Smooth_Ad5773

Thanks for the info. So, overall still 4%/stats for every sub and sub-sub spell or there's some weird shenanigans while interacting with the other damages modifiers at some point?

But that's probably a standard amongst all skills with subskill so I'll assume it works fine :D

All sub skills just inherit the stats from its creator, they don't get fresh stats from you.

All skills have all types of stats and just use what is applicable. So technically that lightning strike has any minion stats that you might incidentally have picked up but can't use them.

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Originally posted by Gaverion

Saying Tempest Strike scales with attack speed... Are you trying to hurt people?

Well, I mean, it does...it just converts the attack speed.

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Originally posted by Smooth_Ad5773

Since I like the skill and somes tooltips are missing I tried to list what could impact it in order to maximize its damage. Most of thoses have been tested, other are deduced from the game mechanics.

Main take away from it :

  • attack speed scale everything, as stated in the skill description.

  • so does strength and attunement (untested for the combined skills)

  • the three elements include a physical part, wich put elementals modifiers at 2/3 efficiency (1/2 for somes combined, stronger, spell) . That's a big downside of the skill

  • 2 spells are dot, and the others can hit and apply ailments (and proc equipments/shaman lightning). Since the two dot have a cold component, frosbite can be a interesting way to scale damages with tempest strike

Please make your own testing and confirm and infirm this if you are interested, I'll update

So attributes work a little weird. Technically they only actually are calculated for the main skill. That converts the attributes into stats and those stats are passed down to the triggered abilities. So all the parts benefit equally from it but not because they say they do or not.

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Originally posted by nerdybro1

Thanks! That worked.

If pressing X worked, that means you loot filter is hiding them.

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It did not always do that. The first version was just in place. It was largely ignored by most players in favor of just more swiping.

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It's not gone. Please be patient. It will get fixed and you will get your stuff. We have the transaction record that we can always fall back to as a reference if we need to. Don't worry, it's not gone, we haven't had any issues with the underlying records of who actually has what.

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Originally posted by PizzaurusRex

How are discussions on porting Last Epoch to consoles?

Well, nothing has changed in the last 19 hours since I made the post you replied to.

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Originally posted by MudSama

That would mean only spark charges from surge? Then the other available affects would be fire aura from flame reave/surge, flame wave from firebrand, and ice spikes from shatter strike?

Thanks for clarifications.

The prior talent, Volka's Razor, has a similar message about "the spells they trigger from their trees", but it has no mention of the equippable spells. Is there hidden language or will this talent apply to equippable spells since they are not exempted in the tooltip?

Thanks again for all the answers.

I'm not exactly sure about that other node but this rule is a systematic one and while we might have worked in a specific alternative in a special case. This should be the normal and expected behavior of equipable skills being cast "fresh" when triggered.

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Originally posted by MudSama

So, if surge triggers static and lightning blast, those won't be affected because they're "equippable". But that means the spark charges that are applied by surge and lightning blast will be affected because those are not "equippable"?

The equipable skill breaks the chain. All the things that the equipable skills triggers go off of the equipable skill's stats.

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All the things you see when you press S

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Press the "transfer crafting materials" button on the right center of your inventory screen.

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Originally posted by jbaker88

What's character found mode? Returning player here.

Offline SSF

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Only if you name them the same.


21 Mar

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Originally posted by sapmess2

Stupid question... Where is this dummy haha? I haven't been able to find it since they moved it from end of time

champion's gate

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Originally posted by deljaroo

these aren't QoL, they're power creep

I'm not saying they are bad ideas

thank you

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Originally posted by Serafnet

So is this a confirmation that more player customization is on the roadmap? Obviously there are priorities, but knowing that this is actually a feature the team wants to introduce and not just something to be said would go a long way.

Totally understand the shifting priorities and costs associated with this level of change, but it'd be awesome to see more customization and personalization of characters beyond a mechanical aspect. It helps drive a connection to the character and can encourage players to keep playing a character and improving them.

This is one of those "someday" features. We do eventually want to add it. It's not "on the roadmap" so to speak. We don't have any specific plans at all regarding it. We've gotten as far as:

"Hey should we have character customization?"

"Yea but it'll take way to long to do now."

"Ok, yea, someday then."

Literally nothing else has been done about it at all in any way. I don't expect it to be even mentioned internally at all until post 1.0.

I do expect it to come at some point but it's so far out that it's not even been prioritized.