Posts by Mark_GGG

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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.
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This is not a bug. Impending Doom doesn't do anything at the caster's location, only at the target location. Triggerbots overrides the origin - where the spell is cast from, not where it's targeted.
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This is not a bug. Impending Doom doesn't do anything at the caster's location, only at the target location. Triggerbots overrides the origin - where the spell is cast from, not where it's targeted.
foundashoe

Wouldn't "chance to avoid stuns" be clearer? "Ignore" could imply that you're still being stunned and just unaffected by it.

That is a different mechanic which already exists, doing a separate roll at a different time. This necessarily has to be distinct.

foundashoe

Wouldn't "chance to avoid stuns" be clearer? "Ignore" could imply that you're still being stunned and just unaffected by it.

That is a different mechanic which already exists, doing a separate roll at a different time. This necessarily has to be distinct.

Ail-Shan

Okay. I posted this in the other thread I linked too but I still don't think this tech will work. I think cast when stunned would go off because of its extra line of being triggered if you block a stunning hit. But if you don't have block, you won't be considered to have been stunned if you avoid the interruption.

Yeah, this stuff was broken in some weird ways because of internal details about how blocked and unblocked hits deal with stuns.

This is actually being fixed in 3.21.0 now, the following was recently added to the patch notes, under Miscellaneous Player Balance:

Previously, modifiers providing a "chance to avoid Interruption from Stuns" worked in an unintuitive and inconsistent way. These cancel out a stun entirely, preventing effects that happen when Stunned. However, due to an oversight, they did not do this if you blocked a hit that would stun you. This led to things like Cast when Stunned behaving inconsistently depending on whether you block a hit or not.

These modifiers will now also prevent stun-specific effects from blocked hits as well, and will be described as "chance to Ignore Stuns" to more clearly communicate their actual behaviour.

Having block will no longer allow these stats to let you trigger cast when stunned without actually having the stun apply.

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Ail-Shan

Okay. I posted this in the other thread I linked too but I still don't think this tech will work. I think cast when stunned would go off because of its extra line of being triggered if you block a stunning hit. But if you don't have block, you won't be considered to have been stunned if you avoid the interruption.

Yeah, this stuff was broken in some weird ways because of internal details about how blocked and unblocked hits deal with stuns.

This is actually being fixed in 3.21.0 now, the following was recently added to the patch notes, under Miscellaneous Player Balance:

Previously, modifiers providing a "chance to avoid Interruption from Stuns" worked in an unintuitive and inconsistent way. These cancel out a stun entirely, preventing effects that happen when Stunned. However, due to an oversight, they did not do this if you blocked a hit that would stun you. This led to things like Cast when Stunned behaving inconsistently depending on whether you block a hit or not.

These modifiers will now also prevent stun-specific effects from blocked hits as well, and will be described as "chance to Ignore Stuns" to more clearly communicate their actual behaviour.

Having block will no longer allow these stats to let you trigger cast when stunned without actually having the stun apply.

Read more
SmarmyPapsmears

So let's say player B has Arn's belt, and gains an Endurance charge (which converts to Brutal charge), would player A then gain an Endurance charge if he does not have the belt equipped?

Player B did not gain an Endurance Charge, so cannot share one. They gained a Brutal Charge.

Player A, without the belt, has 0 maximum Brutal Charges, so cannot gain the charge B tried to share with them.

But if Player A gains an Endurance Charge and shares that with B, B will gain a Brutal Charge instead due to the belt's effect.

SmarmyPapsmears

So let's say player B has Arn's belt, and gains an Endurance charge (which converts to Brutal charge), would player A then gain an Endurance charge if he does not have the belt equipped?

Player B did not gain an Endurance Charge, so cannot share one. They gained a Brutal Charge.

Player A, without the belt, has 0 maximum Brutal Charges, so cannot gain the charge B tried to share with them.

But if Player A gains an Endurance Charge and shares that with B, B will gain a Brutal Charge instead due to the belt's effect.

SmarmyPapsmears

So if both players have Instruments of Zeal, then one of them could usefully share Fanatic Charges with the other.

Right, I plan on both characters having Supreme Grandstanding and Instruments of Zeal.

Charges are not buffs, and do not innately apply any bonus to players (or monsters). If B does not have any stats which give them something for having those charges, any such charges they gain will do nothing for them.

So does this mean Brutal and Absorption charges will provide nothing when shared?

All characters innately have specific bonuses-per-charge for the three standard charge types, and the three "alternate" charge types they can be effectively replaced with by the unique belts. These can be seen in the character panel so long as you have the ability to have charges of that type.

SmarmyPapsmears

So if both players have Instruments of Zeal, then one of them could usefully share Fanatic Charges with the other.

Right, I plan on both characters having Supreme Grandstanding and Instruments of Zeal.

Charges are not buffs, and do not innately apply any bonus to players (or monsters). If B does not have any stats which give them something for having those charges, any such charges they gain will do nothing for them.

So does this mean Brutal and Absorption charges will provide nothing when shared?

All characters innately have specific bonuses-per-charge for the three standard charge types, and the three "alternate" charge types they can be effectively replaced with by the unique belts. These can be seen in the character panel so long as you have the ability to have charges of that type.

Ok so the text of Supreme Grandstanding says that any charge is shared amongst allies

It says allies share their charges (of any type) with you, not the other way around. Sharing is not innately bidirectional. If entity A shares charges with entity B, that means when A gains a charge, B will also gain a charge. This requires that both of them can gain that kind of charge.

If B has 0 maximum charges of that type, B cannot gain the shared charge.

Charges are not buffs, and do not innately apply any bonus to players (or monsters). If B does not have any stats which give them something for having those charges, any such charges they gain will do nothing for them.

So if both players have Instruments of Zeal, then one of them could usefully share Fanatic Charges with the other.

Read more

Ok so the text of Supreme Grandstanding says that any charge is shared amongst allies

It says allies share their charges (of any type) with you, not the other way around. Sharing is not innately bidirectional. If entity A shares charges with entity B, that means when A gains a charge, B will also gain a charge. This requires that both of them can gain that kind of charge.

If B has 0 maximum charges of that type, B cannot gain the shared charge.

Charges are not buffs, and do not innately apply any bonus to players (or monsters). If B does not have any stats which give them something for having those charges, any such charges they gain will do nothing for them.

So if both players have Instruments of Zeal, then one of them could usefully share Fanatic Charges with the other.

Read more
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This is not a bug, Sandstorm Visage explicitly cares only about the critical strike chance of your main hand weapon, which is not changed by the link.
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This is not a bug, Sandstorm Visage explicitly cares only about the critical strike chance of your main hand weapon, which is not changed by the link.

The question asked in the title is very different to the one asked in the post.

The totem's stats do not change when your stats do, other than when the stat that's changing is one that specifically affects totems, such as "x% increased Totem Life".

That is irrelevant to the effect of the totem attacking/casting something, because the totem is not using it's stats for that. Totems do not have their own skills separate from you, they use your skills. If your stats change in a way that affects your skills, it affects your skills regardless of whether you or the totem uses the skill.

So this has nothing at all to do with how your stats change, it matters which of your stats change. Stats which affect your skills will affect them, stats which affect you specifically will not affect the totem.

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The question asked in the title is very different to the one asked in the post.

The totem's stats do not change when your stats do, other than when the stat that's changing is one that specifically affects totems, such as "x% increased Totem Life".

That is irrelevant to the effect of the totem attacking/casting something, because the totem is not using it's stats for that. Totems do not have their own skills separate from you, they use your skills. If your stats change in a way that affects your skills, it affects your skills regardless of whether you or the totem uses the skill.

So this has nothing at all to do with how your stats change, it matters which of your stats change. Stats which affect your skills will affect them, stats which affect you specifically will not affect the totem.

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mineral4r7s

So does despair work for Original Sin as the ring states "Nearby Enemies Chaos Reistance is 0" and despair states "cursed enemies have -X% to chaos resistance"? Or is the devil in the detail and the "is" fixes the resistances at 0 and renders despair useless?

Also getting a reply from Mark. Today is a good day. Keep doing the good job you and the team do \o/

No, modifying the resistance doesn't work, because the modifier setting it to zero will still do that. Penetration works because penetration doesn't change resistance values, it causes a hit to calculate as though resistance was lower than the actual value.

mineral4r7s

So does despair work for Original Sin as the ring states "Nearby Enemies Chaos Reistance is 0" and despair states "cursed enemies have -X% to chaos resistance"? Or is the devil in the detail and the "is" fixes the resistances at 0 and renders despair useless?

Also getting a reply from Mark. Today is a good day. Keep doing the good job you and the team do \o/

No, modifying the resistance doesn't work, because the modifier setting it to zero will still do that. Penetration works because penetration doesn't change resistance values, it causes a hit to calculate as though resistance was lower than the actual value.

KidZesty

Does Oriath’s end behave in the same way even though it’s a flask effect?

Yes