I love the art on this item. It's just gross and perfect.
I love the art on this item. It's just gross and perfect.
You're very welcome!
Being a part of the project and community has been a dream come true for myself and the team. I'm so excited for all the upcoming stuff.
I have limited my FPS to 60. I try with 30. Thanks for the advice!
60 should have been plenty low
Some very high power systems can run into problems with fps going too high, causing a much higher number of calculations required. If you limit your fps in the settings menu, you will likely see a very significant reduction in CPU temperature.
Hi, is this is how it works now (2 years later)?
Yes, however, in the next patch, almost all melee and bow weapons are having their damage type changed from added melee/bow physical damage to simply added melee damage or added bow damage so that they are "adaptive" to the ability using them like spell damage on weapons already is. Now, if you have an affix that is added melee lightning damage (or any other element), it still works like above.
Gets suggested frequently, we don't have plans to add it at the moment.
Do these stack? And if so are they additive or multiplicative?
No, Deadly is an ailment with 1 max stack so it's like getting 5 copies of haste at the same time, only 1 is necessary. Lining these up like this is a really good strategy if you can handle it once.
The only way to increase your chances of finding that idol is to get the blessing which corresponds to the idol type you are hunting.
Stats are calculated on the same frame that the button press is detected.
On cast triggers happen after the ability object is created, often 1 frame after the button press is detected.
So Avalanche does not benefit from the increased physical and spell damage from the set I linked?
Any physical spell damage done by Avalanche is increased by halvar if you have cast a cold spell recently.
A spell can't trigger a if you cast recently buff for itself.
Edit: if you cast it twice in a row, the first one will buff the second one and that one will buff the next one and so on. But the first one isn't buffed.
Gotcha. So it goes:
-Press the skill button
-"on cast" abilities trigger
-casting animation starts
-casting animation finishes
-A snapshot of all active effects is taken and applied to the spell
-The spell effect starts, using said snapshot of active effects for the full duration of the spell
Not quite, these are asynchronous, meaning that the animation could start and end at different times.
Stats are calculated on the same frame that the button press is detected.
On cast triggers happen after the ability object is created, often 1 frame after the button press is detected.
Okay I don’t know if this is a Easter egg or not but yesterday I could have sworn I saw a potion drop but it was called beer instead.
There is another even more rare portion alternative too.
The ability balista bolt is used by the balista so the balista's dexterity is what affects it.
Your dexterity gives the balista attack speed when it is created.
Sounds like the crafting went well, post an "after" picture?
out of interest, since the answer is tailored towards the black sun blessing. is this true for the other blessings too? like first one is always something defensive?
No, the structure is not based on defense/other. There are 2 types of distributions.
1st option is always 1of3 more genetically useful options.
The rest of the options are either random from the rest of the pool or random from the whole pool.
The first slot will always contain one of Health, void res or dodge rating, the other 2 get a random option from the other 10 blessings. If my math is right, after 50 runs, you have a roughly 99.999999999999999% chance to have found it.
That's huge. Thanks a lot for the update.
I know this is a long shot, but since we're speaking of performance limitations, do you guys have any fixes planned for ice elemental projectiles? They're consistently causing huge performance drops when they spawn in a big pack.
Not that I know of specifically off the top of my head. There are a lot of systematic changes that affect everything so technically yes I guess.
Do you guys have an idea on which month the next patch is coming? Having an ARPG drought at the moment.
I'm sorry we aren't ready to share any information on the release date of the next patch at this time.
Its gonna show for poisons and others as well right?
All ailments will display the actual number of stacks on the target.
It is a very precise value. It uses all the decimals. Well, not really but effectively.
Also the 15+ limit was just about as high as we could do. 16 might have worked but 15 was nicer to look at. It has been fixed though and will just say the real value next patch.
Read moreIt was wisely suggested to use tier levels of all resist or poison resist (or any resist really). I like both options - a flat number or greater as well as the tiers.
Tiers work well given how crafting works.
So in either case, I’m happy with the solution and I love the built in loot filter - it’s a great feature. I Just wondered if there was a way to look for total resist on an item and set it look for greater than or equal to a certain amount.
So let’s say it sets +16% all resist as an implicit (the top most stats that come with an item), then and a prefix or suffix (though I think resists are only suffixes?) there is another 15% poison resist. For a total of 15% resist for everything but 31% resist for poison in total.
I can set it via tiers but that won’t capture this item since neither thing is tier 3 resist, for example. But would be captured if there is a way to look for >= 30% poison. Is that possible?
Again, I love the loot filter...
You can only look at tiers. It can't filter by values.