Posts by Mark_GGG

Strength_Wizard

Lets say I'm wearing Soul Tether and Bloodseeker while having 9/10 life & 0/10 ES. I hit something, leeching 5 life.

Will the extra life carry over to the ES becoming 10 life & 4 ES or will it end up being 10 Life & 0 ES?

I ask this because I'm not sure if I should be using Blood Rage while using Bloodseeker/Soul Tether as I don't have the life regen to ever be at full life.

Will the extra life carry over to the ES becoming 10 life & 4 ES

Yes.

therospherae

So... Any particular reason you're just now telling us this, rather than in any of the teasers leading up to 3.8, gems released in 3.8, or even the 3.8 patchnotes? Seems like it would've been relevant information to know that half my builds have been kneecapped by a 10-40% penalty.

It should ideally have been in the patch notes, but clearly was missed amongst all the other changes made to mines. It was only recently brought to my attention that the reminder text for this was never added, and so I have corrected it for a future patch as well as clarifying on the forums and now here.

BeerLeague

He should test it then as it certainly isn’t true. Both swift assembly and the legacy roll do not have the stupid extra animation that minefield does.

I have tested it and it's definitely there.

That animation has nothing to do with any support, it's fundamentally how throwing additional mines works, and has been since 3.8.0.

The turnback is 10% of the throwing time per additional mine, which is more noticable with Minefield due to the slower throwing time. It's still there with every source of throwing additional mines in the game.

[deleted]

[deleted]

you can roll white sockets multiple times(up to 4 or how many sockets the gloves has).

And this actually ads a hidden implicit to the item — so if you have 4 mods and any number white sockets you can't roll gloves anymore, and you need to use crafting bench vaal recolor to remove white sockets and be able to roll the final implicit...

This is not at all true.

krabbsatan

The extra mines from Swift Assembly would have this same "animation turnback" tech too right?

Yes. This is not specific to Minefield, this is how throwing multiple mines works.

Andthenwedoubleit

Dividing by exactly 0 is undefined because it's approaching either + or - infinity and diverging. But in this case we're clearly approaching the limit of 0 from strictly the positive side and the intuitive result is to approach + infinity. Just my opinion. It's your game. You can do what you want. But I don't think it's strictly incorrect to colloquially say infinity in this case?

Dividing a number by zero is asking "how many times can we take zero away from this number before it's all gone". Taking infinity zeros away from the number still won't do that, any more than taking zero away once will - infinity isn't really a more "correct" answer than one.

The answer is "there is no such value" - which in mathmatical terms is "undefined".

To put it another way, saying that, say 100 divided by zero is infinity means you're saying that infinity times zero is 100. This isn't true regardless of which infinite number you're meaning by "infinity" (which is not itself a number but a concept).

There are some more in-depth answers here some of which go into why treating the answer as a positive or negative infinite number can still end up at contradictions (the third one demonstrates that taking the answer as "positive infinity" leads to being able to show that it should be "negative infinity").

The answer of "infinity" can be useful in so far as it somewhat communicate...

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PsychozPath

couldn't you technically make it like "infinite" equivalent (the size of a long or something seconds) if it was divided by 0?

We could but have no reason to - an infinite duration is not a correct result of that operation.

Saint_Yin

Here's a couple builds that may pique your interest.

Permastun Warlord's Mark build (Link)

The idea is to stack curse effect and curse gem levels until you get 100% reduced stun recovery time. The stun equation has this subtracted from 100 on the divisor. This means your stuns will last 0.3 / 0 seconds, or infinity seconds (against non-bosses).

This build would also test the theory that getting 20% or more additional chance to stun from WM would mean literally any damage has a chance to stun, since every instance of damage would breach the 20% threshold.

Would probably delve pretty good.

Everything immunity build (Link)

This build provides the following:

  • Physical immunity (Shroud of the Lightless + enough CDR/skill effect duration that it outlasts its cooldown)

  • Elemental immunity (Impurity of Fire/Ice/Lightning with 300% aura effect = 100% less damage taken as a single source, meaning damage instance is multiplied by 1-1 = 0)

  • Chaos Immunity (CI)

  • Aggro Immunity (Shroud of the Lightless + Phase Run = 100% reduced aggro radius)

It unfortunately requires 12-16 souls per Impurity per ~40 seconds to stay perpetually active, it doesn't leave much space for DPS, and it requires the stupidest hat ever requested, but it's theoretically possible.

Decay Storm Burst build (no link)

Basically, you stack skill effect duration on Storm Burst, then pop it as soon as you spawn it. The 75% of damage per 0.4 seconds remaining is applied to Decay, which begins to effectively act as a more multiplier.

I'm currently trying this build out because it's the most accessible one of the bunch, but I'll theoretically be doing 400-600k decay damage per second without Wither, and it lasts 35+ seconds. I can either choose to walk away and tap them every half-minute, or cast other stuff while it ticks away.

I could likely pump it even more with a (good) timeless jewel.

If you'd prefer building your own skill build, I'd say these skills are underused:

  • Lightning Tendrils

  • Ensnaring Arrow

  • Seismic Trap

Permastun Warlord's Mark build (Link)

The idea is to stack curse effect and curse gem levels until you get 100% reduced stun recovery time. The stun equation has this subtracted from 100 on the divisor. This means your stuns will last 0.3 / 0 seconds, or infinity seconds (against non-bosses).

For the record, reduced stun/block recovery caps at 99% reduced since 2.1.1 (prior to which this caused a crash).

Dividing by zero does not mathematically give infinity, rather the result is undefined.

theuberelite

(rip old incinerate, you're missed)

Seriously, I do not buy the "old incinerate had performance issues" when so many of the mobs still use it and I never once saw FPS issues with old incinerate. It was just a skill that got overnerfed and that powercreep made irrelevant.

Please bring the original skill back, I miss it. It practically still exists but only on holy flame totem.

(apologies for the slightly off topic)

Almost no monsters use old incinerate. Lots of monsters (including the ones being discussed in this comment thread) use the non-totemified version of the Flame skill from Flame Totem, which looks superficially similar but is much simpler mechanically.

theuberelite

I've used quad cannibal fire eater spectres which still have the skill, or have a similar skill and it's been fine even before i upgraded my PC so idk man.

Unless they were talking about server performance issues in which case sure I guess.

I've used quad cannibal fire eater spectres which still have the skill, or have a similar skill

They have a much simpler skill which looks similar.

GiantR

You are evil, you know that?

I do know that, yes.

If you get to 5 you can still keep vaaling it to try to overwrite the existing implicits with better ones.

Just saying.

PastyNoob

does triggering a spell with CoC count as casting for this shield?

A spell being triggered is not you casting a spell.

violentHarkonen

My friends were watching me stream over Discord, and it's very hard to tell. As far as we can tell, either the attack and projectiles are perfectly mirrored over each other and you cannot distinguish them, or it is not proccing while you stand still and attack.

Like other "also target" effects on strikes, such as Ancestral Call, the extra targets, regardless of being enemies or locaitons, must be a minimum distance from you to happen.

Tomagathericon

The wiki says it is the distance the projectile travelled, not the distance from the totem - Are you certain?

Distance travelled is measured as on a 2D plane - vertical travel is ignored.

aggixx

Do the changes to the ascendancy notables Unwavering Faith and Commander of Darkness mean that % increased effect of Non-Curse Auras from your Skills no longer applies to them?

Prior to 3.9 the per-aura bonuses granted by those nodes was a stat added to each of your auras. Since it was a stat granted by an "aura from your skills", its effect was increased by those modifiers. In 3.9, that stat is no longer granted by your auras but rather by a single seperate aura that is not an "aura from your skills".

/u/Mark_GGG

Patch note excerpt follows:

Necromancer

  • Commander of Darkness now grants the increased Attack and Cast Speed aura as a single combined aura rather than a separate aura for each other aura skill you had. This matters for effects that care how many buffs you have, such as Mantra of Flames.

Guardian

  • Unwavering Faith now grants the Physical Damage Reduction and Life Regeneration aura as a single combined aura rather than a separate aura for each other aura skill you had. This matters for effects that care how many buffs you have, such as Mantra of Flames.

It looks like there may have been an internal miscommunication about what was changed. Those specific bonuses which add effects to your auras ("Auras from your skills grant... ") are unchanged. Those are not separate from your aura, they cause the actual aura itself to grant extra bonuses, and as such those are modified if the aura's effect is modified. These bonuses also apply to each of your auras, so if you have multiple auras, each one will apply the stat.

None of those bonuses have changed in any way.

What did change was the way that effects granting extra bonuses not from your auras "You and Allies affected by your Auras have/deal....". These are not stats granted by the aura and have never be affected by changing the effect of the aura - they're granted at the stated value to anything affected by one of your auras. Because these are just granted to objects if that object is affected by any of your auras, these only apply once, regardless of how many auras you have.

These are...

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RicoDevega

Just to clarify, from a support standpoint this would be Ignite/Elemental Proliferation, Combustion, Bonechill?

What about duration modifiers, such as from Swift Affliction (Edit: or efficacy since I forgot that exists) or all those uniques and other such modifiers? If I fire an arrow not supported by swift affliction, then pummel the enemy with swift affliction arrows, will my burn duration be fixed to the first explosion, or will it be independently tracked so that the burn damage reduces in the last second or so when the swift affliction ones run out? Also applies to people with different durations in a party, but I imagine the coding would be identical since it's all just ailment duration stuff.

The only thing calculated during damage calculation for an ignite is the ignite's damage per second value. Everything else, including duration, is calculated when applying the ignite, so is done by the arrow which explodes (the first one to have it's duration run out) using it's stats. The applied ignite uses the summed total ignite damgae per second value.

Nacho21

When a limited range projectile such as Galvanic Arrow or Tornado Shot Secondary projectile chains, splits, or forks etc is the"lifespan" or duration reset to max?

No

Sairakan

Sorry to tack on a question so late, but how would it function if, say, I were to fire explosive arrows using a link that doesn't have combustion, and had a ballista that has explosive arrow linked with combustion? Would the fire resistance reduction work? Also, how would burning damage be calculated if some of the arrows have different links?

Each arrow calculates it's damage enirely separately. Anything that affects the damage value of the hit or the damage per second value of any damaging ailment applied by the hit is calcualted per-arrow, and then summed afterwards. So the chance to ignite and mroe fire damage apply only to the arrows which have them.

Those calculated damages are summed and then all applied by the initial arrow, so it's stats are what matters for anything that changes what happens when you actaully apply the hit and ailments, such as the "enemies ignited by" modifier - the first arrow will have to have that for it to apply to the explosion's ignite.

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ThatOneParasol

Wait, that seems odd. I had a fireball build that I played just the other day and the balls exploded on fork. It was the whole reason I was using snakepit. Is this a new change?

Fireball has never exploded when forking. There is a longstanding (and extremely tricky to solve) bug where some projectiles play ending animations when they fork, which might be the source of confusion? but there has never been any actual mechanical explosion when forking.