This is not a bug and is not new.Different character models have their own entirely separate animations. The Ranger's AoE spell animations happen to generally have the contact point (the point during the cast time when a spell "goes off") later in the animation compared to the Witch (roughly 56% through the animation compared to 34%).This makes very little difference in general, but in cases of very specific timing such as this, the difference will matter - the Ranger would need more cast speed for their cast curse to be applied before the cascade from the triggered one, compared to a Witch.
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We're aware of the bug described here and it has been fixed.
We're aware of the bug described here and it has been fixed.
" Thistimeyoudie1990 wrote: If I step into a map with a floor degen stepping on this normally stops energy shield recharge rate right?lets say I step on it without petrified blood and with full life the degen reserves my life and I lose life equal to the difference but my energy shield recharge from eternal youth is not interrupted.I tested in-game and this behaviour with damage-over-time specifically is as you describe currently. This is a bug.The reason for the bug is that internally, taking damage from a hit and taking damage over time are handled separately, and the changes they make to life are similarly made separately. The code checking when life is removed instantly is only interrupting recharge if the source of the change is a hit, because normally that's the only kind of damage which can call that function. Similarly the code for checking when life changes over time is only checking whethe... Read more
" Thistimeyoudie1990 wrote: If I step into a map with a floor degen stepping on this normally stops energy shield recharge rate right?lets say I step on it without petrified blood and with full life the degen reserves my life and I lose life equal to the difference but my energy shield recharge from eternal youth is not interrupted.I tested in-game and this behaviour with damage-over-time specifically is as you describe currently. This is a bug.The reason for the bug is that internally, taking damage from a hit and taking damage over time are handled separately, and the changes they make to life are similarly made separately. The code checking when life is removed instantly is only interrupting recharge if the source of the change is a hit, because normally that's the only kind of damage which can call that function. Similarly the code for checking when life changes over time is only checking whethe... Read more
" Thistimeyoudie1990 wrote: When using Dissolution of the flesh and Eternal youth combo no damage should be able to stop your energy shield recharge since you are reserving life not actually taking damage.This is not and has never been true.You are taking damage, and the result of taking that damage is changed from losing life to reserving life. But reserving life can still make you lose life - if your maximum unreserved life drops below your current life value, you inherently lose life equal to the difference, because the current value obviously can't be higher than your max unreserved life. When this happens, you are losing life from taking damage, which is the condition that inhibits Recharge. Read more
" Thistimeyoudie1990 wrote: When using Dissolution of the flesh and Eternal youth combo no damage should be able to stop your energy shield recharge since you are reserving life not actually taking damage.This is not and has never been true.You are taking damage, and the result of taking that damage is changed from losing life to reserving life. But reserving life can still make you lose life - if your maximum unreserved life drops below your current life value, you inherently lose life equal to the difference, because the current value obviously can't be higher than your max unreserved life. When this happens, you are losing life from taking damage, which is the condition that inhibits Recharge. Read more
"Damage Types" in path of exile are Physical, Fire, Cold, Lightning & Chaos (there's also technically Darkness, sort-of).Attacks, projectiles etc are ways damage of any or all of these types can be dealt, but they are not damage types.The Ngamahu passive skill transforms modifiers that apply to damage types other than fire to instead apply to fire damage. It does not change anything else about those modifiers, such as being restricted to attacks, or other conditions for getting the bonus to apply.
"Damage Types" in path of exile are Physical, Fire, Cold, Lightning & Chaos (there's also technically Darkness, sort-of).Attacks, projectiles etc are ways damage of any or all of these types can be dealt, but they are not damage types.The Ngamahu passive skill transforms modifiers that apply to damage types other than fire to instead apply to fire damage. It does not change anything else about those modifiers, such as being restricted to attacks, or other conditions for getting the bonus to apply.
" Gobi_Senpai wrote: If I have Righteous Fire enabled, a monster ignites me, and then the ignite goes away, do I stop taking damage from righteous fire if I have Kaoms Binding equipped?No. You were consistently taking burning damage from Righteous Fire the whole time, so never stopped taking burning damage - the mod on Kaom's Binding only does something if you stopped taking burning damage; i.e. you change from taking some amount of burning damage (fire damage over time) to taking 0 burning damage. Read more
" Gobi_Senpai wrote: If I have Righteous Fire enabled, a monster ignites me, and then the ignite goes away, do I stop taking damage from righteous fire if I have Kaoms Binding equipped?No. You were consistently taking burning damage from Righteous Fire the whole time, so never stopped taking burning damage - the mod on Kaom's Binding only does something if you stopped taking burning damage; i.e. you change from taking some amount of burning damage (fire damage over time) to taking 0 burning damage. Read more
" Dark0mens wrote: Necromantic Aegis - I would assume that it also transfers the bonuses from passives to your minions as well as the base stats on the shield but cannot verify that 100% without testing or researching further on the forums. You might find the answer to that in the mechanics thread linked in the FAQ and elsewhere on the forums. Skill gems in your shield do no transfer to your minions via Necromantic Aegis although that would be rather awesome wouldn't it(hint hint hint GGG Devs!)?This is not the case. You minions do not have your passives, and are not affected by them. They only get the stats that the shield grants.Investing in passive skills that increase the benefits you get from a shield, and then a keystone that means you get no benefit from a shield, but something else without your passives does instead, is a sub-par build choice (but one you're free to take if you really want... Read more
Skills triggered by CwDT target the object that dealt the triggering damage to you. It looks like in your case, you're dealing damage to yourself with Heardbound Loop ring to trigger these, so since you're the origin point of the damage, the skills will target your location.
Skills triggered by CwDT target the object that dealt the triggering damage to you. It looks like in your case, you're dealing damage to yourself with Heardbound Loop ring to trigger these, so since you're the origin point of the damage, the skills will target your location.
" TheHeffNerr wrote:" Chris wrote: We do lock out accounts for multiple incorrect password attempts! The threshold is higher than 3 though, because users often legitimately take quite a few attempts to get their password right. There's no way they can effectively brute-force passwords in an online manner, and we'd be able to see that in our access logs.This is just flat out a lie. I've just entered 10 incorrect passwords in less then a minute and then able to log in... This is why I'm also pissed because GGG lies out their ass. Any one can try this. http://www.twitch.tv/theheffnerr/b/369580932I can't wait for GGG nut swingers to answer this one.
" darkro90 wrote: I've also tried this for not only 10 times, 20 times, with reasonable delay in each pas...Read more
No modifiers to Mana Cost affect the Life Cost. They only affect the Mana Cost
Modifiers to Cost affect both parts of the cost.
Modifiers to Cost affect both parts of the cost.
No modifiers to Mana Cost affect the Life Cost. They only affect the Mana Cost
Modifiers to Cost affect both parts of the cost.
Modifiers to Cost affect both parts of the cost.
I don't see anything here that definitively appears to be a bug.Fireball's projectile explodes only in the case where it can't continue onewards - this is not new. Fireballs that hit a target and split, pierce, fork, chain or return do not explode. That was the case before 3.21 and is still the case. Fireball's explosion is the projectile itself exploding, it can't do that and also continue on.In the video with the boss, the returning projectiles are travelling through the boss, which would indicate they're piercing it, which is why they don't explode there. IF there is no pierce on the projectiles then something else is happening, but the non-pierce case seems to be working correctly for me in-game.The Kinetic Blast projectile itself never explodes, but it creates explosions randomly around it each time it impacts something/stops moving, regardless of whether it continues on with one of the afformentioned behaviours.Returning projectiles have never technically collided with the playe...
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I don't see anything here that definitively appears to be a bug.Fireball's projectile explodes only in the case where it can't continue onewards - this is not new. Fireballs that hit a target and split, pierce, fork, chain or return do not explode. That was the case before 3.21 and is still the case. Fireball's explosion is the projectile itself exploding, it can't do that and also continue on.In the video with the boss, the returning projectiles are travelling through the boss, which would indicate they're piercing it, which is why they don't explode there. IF there is no pierce on the projectiles then something else is happening, but the non-pierce case seems to be working correctly for me in-game.The Kinetic Blast projectile itself never explodes, but it creates explosions randomly around it each time it impacts something/stops moving, regardless of whether it continues on with one of the afformentioned behaviours.Returning projectiles have never technically collided with the playe...
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This is technically correct - the reaper is told "do this dash attack" and then immediately told "do this dash attack". It can't do two actions at once, only one, so one of these "inputs" is wasted.
It's the same case as if you click once to use a skill, then immediately click a second time while starting that skill, you'l do the skill once.
It's the same case as if you click once to use a skill, then immediately click a second time while starting that skill, you'l do the skill once.