Posts by Hrishi_GGG

Bex_GGG

Never. For every toucan posted, I'll delay it 10 minutes.

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Bex_GGG

Never. For every toucan posted, I'll delay it 10 minutes.

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This change was only made to help the skill's clear, it should have basically no effect on your single target. Poisonous Concoction always had this, but we decided to extend it onto Explosive Concoction as well.

This change was only made to help the skill's clear, it should have basically no effect on your single target. Poisonous Concoction always had this, but we decided to extend it onto Explosive Concoction as well.

jwfiredragon

Any chance you could share the stats for 2H energy blades? Or do they have the same aspd/crit as 1H ones?

https://i.imgur.com/mmLEOw0.png

jwfiredragon

Any chance you could share the stats for 2H energy blades? Or do they have the same aspd/crit as 1H ones?

https://i.imgur.com/mmLEOw0.png

I'll just leave this here.

https://i.imgur.com/bharhFD.png

I'll just leave this here.

https://i.imgur.com/bharhFD.png

JaxOmen

ordinary ones, no, but hybrid (armor/evasion/es) + life mods, yes.

I'm not sure why the one on their preview page has 181 flat life and 11% increased though. EVERY instance of this mod found on poe.trade has 110-119 flat life and 8-10% increased life.

Oh whoops, good catch. I just made a mistake when making all the magic items for the post. You are correct that it only goes from 110-119 flat life with 8-10% increased life (and cannot stack with ordinary flat life mods). Sorry!

JaxOmen

ordinary ones, no, but hybrid (armor/evasion/es) + life mods, yes.

I'm not sure why the one on their preview page has 181 flat life and 11% increased though. EVERY instance of this mod found on poe.trade has 110-119 flat life and 8-10% increased life.

Oh whoops, good catch. I just made a mistake when making all the magic items for the post. You are correct that it only goes from 110-119 flat life with 8-10% increased life (and cannot stack with ordinary flat life mods). Sorry!

NeverSinkDev

Yeah, I'm thinking so too.

Current plan: remove the "Rarity = Magic" lines from all warband mod items (if they line is even there to begin with)

Just to clarify, this does not replace existing Warband mod items. This (and other items like this) come from a chest attached to these encounters rather than dropping from the monsters themselves.

NeverSinkDev

Yeah, I'm thinking so too.

Current plan: remove the "Rarity = Magic" lines from all warband mod items (if they line is even there to begin with)

Just to clarify, this does not replace existing Warband mod items. This (and other items like this) come from a chest attached to these encounters rather than dropping from the monsters themselves.

xlxlxlxl

This is pretty cool. Do minions automatically die with 50% or more chaos res, though? I'm gonna need some new Jousis setups with that if so.

Minions do automatically die with 50% or more chaos resistance with this unique on. :)

Wires77

Hey Hrishi, thanks for all this mana stuff to play with! Does manastorm or arcane cloak take precedence when you use it? Which buff gets applied, since I assume they don't both work at full value

Arcane Cloak will first spend the mana that it says, and then any remaining mana will be sacrificed by Manastorm. So in the above example, you'll use 64% of your mana with Arcane Cloak first, granting some damage based on that. Then Manastorm will sacrifice the remaining mana and grant a bit more damage. And my pleasure, I hope people like it!

welpxD

That part isn't clear. I assume if it were maximum (top-range) damage, it would say maximum. But it's possible that Archmage is exactly half as good as it looks.

To be clear, it adds to both minimum and maximum lightning damage. So in the above example it would add 100-100 damage.

Lmntalist

If we say this adds 200 lightning damage for example. Does this add as both a min and max value: 200-200 lighting damage, or as a max value only: 1-200 lightning damage?

I'm asking since lightning damage usually behaves like the latter example, 1-200, but these new gems doesn't specify added *maximum* damage

Yep, it adds both min and max lightning damage.

Rumstein

How does Arcane Cloak interact with increased mana cost? No change as it's always 64% of current mana (and reduced cost would make the skill worse)?

Arcane Cloak always spends the percentage that it specifies on the gem, you are not able to change that value with mana cost modifications. So with some increased mana cost in your build, it will still spend 64% of your current mana with a level 20 gem.

Werezompire

Thanks for the clear explanation.

Does it boost damage for repeat uses via Unleash or Spell Echo?

It does. Think of it as an added lightning damage support where the value is calculated off the supported skill's mana cost.

We've had a number of uniques that simply required the league to be active but wasn't tied to the league's mechanics in the past. Maloney's Mechanism is one such unique, and it isn't the only Synthesis-exclusive unique that is unrelated to the League mechanic. Both Hyrri's Truth and March of the Legion are Synthesis-specific too.

We've also had league-specific uniques like this a few times in the last couple years, though not as often as I'd like. For example, Delve had a few league-specific uniques that were world drops and disconnected from the Mine as well.

Anyway, this isn't an oversight and is very much intentional.

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