Posts by Mark_GGG

Erreconerre

Would impale be calculated in the same way, calculated for each non-damaging hit and combined into a single stack on the final hit?

No. Impale is an on-hit effect, not part of damage calculation.

Damage calculation determines:

  • The amount of hit damage of each type for the hit.
  • The damage per second of each damaging ailment applied by the hit.
  • Any stun caused by the hit.

Anything else that happens as a result of being hit, including non-damaging ailments, is part of applying damage, not calculating it, so only happens when the damage is dealt.

Highcradle

So does that mean that the said final hit will result in a single ignite/bleed/poison that deals the damage of all the component hits that successfully caused an ailment?

Just like the hit damage is combined into one hit, the associated damaging ailments from those hits are combined into one ailment of each damaging ailment type - if multiple of the wounding hits calculate an ignite, the total ignite fire damage per second from all such hits will be combined into a single ignite applied by the final damaging hit. The same is true of other damaging ailments.

Highcradle

So does that mean that the said final hit will result in a single ignite/bleed/poison that deals the damage of all the component hits that successfully caused an ailment?

Just like the hit damage is combined into one hit, the associated damaging ailments from those hits are combined into one ailment of each damaging ailment type - if multiple of the wounding hits calculate an ignite, the total ignite fire damage per second from all such hits will be combined into a single ignite applied by the final damaging hit. The same is true of other damaging ailments.

Skull_of_Diamond

I really hope that it works this way but i doubt it.
If it does work this way then it will be incredibly overpowered for ailments, basically a 2500% more damage compared to normal flicker strike.

Calculating the damage of a hit inherently also calculates the damage of the ailments it will inflict. This combines damage from multiple calculated hits in the exact same way as Dual Strike, Cleave, and (most similarly) Explosive Arrow.

You hit each enemy once each time you wound them, calculating the damage of the hit (including damaging ailments) but not applying that damage. You are still hitting, so do get all on-hit effects that don't require damage.

At the end, for each enemy, you hit them an additional time, causing on-hit effects again, and dealing the combined damage of all the wounds applied to that enemy as a single hit. If those hits calculated damaging ailments, the damage of those ailments is merged the same way. If some of those hits were crits, then the critical multiplier will have applied to those specific hits when they calcualted, and will not apply to others, but if any of the combined hits was a crit, the combined hit counts as dealing a critical strike for th...

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Skull_of_Diamond

I really hope that it works this way but i doubt it.
If it does work this way then it will be incredibly overpowered for ailments, basically a 2500% more damage compared to normal flicker strike.

Calculating the damage of a hit inherently also calculates the damage of the ailments it will inflict. This combines damage from multiple calculated hits in the exact same way as Dual Strike, Cleave, and (most similarly) Explosive Arrow.

You hit each enemy once each time you wound them, calculating the damage of the hit (including damaging ailments) but not applying that damage. You are still hitting, so do get all on-hit effects that don't require damage.

At the end, for each enemy, you hit them an additional time, causing on-hit effects again, and dealing the combined damage of all the wounds applied to that enemy as a single hit. If those hits calculated damaging ailments, the damage of those ailments is merged the same way. If some of those hits were crits, then the critical multiplier will have applied to those specific hits when they calcualted, and will not apply to others, but if any of the combined hits was a crit, the combined hit counts as dealing a critical strike for th...

Read more
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" mekakat wrote: The wording of Increased Item Rarity leads me to believe that each equipable item has an associated numerical "rarity." Each time an item drops, a random rarity is determined and then multiplied by your IIR. If this rarity is above a certain threshold (but below the next), it will be a magic item, or if it is above a higher threshold it will be a rare. I suspect Unique items may have different drop mechanics, so they will be disregarded.
No, rarity is not a numerical value. There are four rarities in the game: Normal, Magic, Rare, and unique. "rarity" is not some hidden number that causes these and unspecified thresholds, it's simply the property of being one of these rarities. Unique is not an exception, it's a rarity like any other.
Any arbitrary drop has a certain chance to be upgraded to magic, any drop that does has anohter chance to upgrade to rare, and any rare drop then has an... Read more
Seiyashi

The classical way in which it works is that if the gem uses your attack speed to calculate its own damage stats, then modifiers to your action speed do not affect your attack speed itself and hence do not affect that gem's damage. A spell version can be seen with Storm Brand - modifiers to cast speed affect Storm Brand's activation time, but if you modify action speed, that will not speed up Storm Brand's activation time as it's not an increase to cast speed.

So, according to the difference you spotted, Rage Vortex will not be affected. However, since Bladestorm uses attack time, which should be understood as net of action speed, it should be affected by action speed. This is assuming that the two gem descriptions were deliberately written - if they're simply not consistent in description but implemented similarly under the hood, then this is where pretty much only u/Mark_GGG or someone else similarly sited can help us.

The safest way to test this is to use a really slow weapon, have access to 100% poison and an action speed buff, equip the Golden Rule, find a controlled area with only one enemy, then attack and see how fast you get poisoned. If there is a noticeable difference in poison rate, then you have your answer, but you'd have to be damned precise. Unfortunately I don't have an easy way to meet all these requirements offhand so I can't help here.

since Bladestorm uses attack time, which should be understood as net of action speed, it should be affected by action speed

This is incorrect. Attack time is the base attack time (from weapon), modified by attack speed. Action speed modifies the speed your character does things at at a "higher level" than that. You can see attack time in the character panel and note it doesn't change when you get chilled, for example.

Furied

Sorry to message you on this old topic but do you know if poisons proliferated on death by Master Toxicist or Bino's kitchen knife would inherit the item rarity support effect from the skill that applied the poison chosen to be spread, supposedly the single highest poison but only 2 seconds of duration on it?

Those mechanics do not proliferate poison, they cause you to poison enemies when you kill a poisoned enemy. The magnitude of the poison will be the same as the highest-magnitude poison affecting the killed enemy, but the new poisons are not in any way the same as the poisons on the killed enemy, and their source is the player with the effect that's causing them. That player's generic IIQ/IIR modifiers will apply.

flyinGaijin

That's the feeling I am getting from playing the skill too !

I don't have any increase / reduced duration, it would be nice if it was not affected by the "less duration" support gem since I'm eventually planning to use it after I can Vorici my chest piece to use a red gem (5 blue one green 6L Lightning coil, I'm not going to mess with chroms lol). How do you know that it doesn't by the way ?

Maybe the only way to really know is pulling /u/Mark_GGG ? Sorry if I'm not supposed to do it, you guys are GGG are probably pretty busy, it's just that I cannot find the information anywhere ...

It's 0.5 seconds and is not modified by anything. This is not meant as a mechanic you interact with or build around, it's just a way for an on-kill effect that's a major part of a skill to be a little more forgiving in the ambiguous-looking cases where the hit from the skill happens and nearly kills them right before a party member/minion/ongoing other skill hits and finishes the enemy off, where you would have got the kill if the hits had landed in the other order. Power Siphon has the same mechanic, as did the old simpler version of Infernal Blow.

flyinGaijin

That's the feeling I am getting from playing the skill too !

I don't have any increase / reduced duration, it would be nice if it was not affected by the "less duration" support gem since I'm eventually planning to use it after I can Vorici my chest piece to use a red gem (5 blue one green 6L Lightning coil, I'm not going to mess with chroms lol). How do you know that it doesn't by the way ?

Maybe the only way to really know is pulling /u/Mark_GGG ? Sorry if I'm not supposed to do it, you guys are GGG are probably pretty busy, it's just that I cannot find the information anywhere ...

It's 0.5 seconds and is not modified by anything. This is not meant as a mechanic you interact with or build around, it's just a way for an on-kill effect that's a major part of a skill to be a little more forgiving in the ambiguous-looking cases where the hit from the skill happens and nearly kills them right before a party member/minion/ongoing other skill hits and finishes the enemy off, where you would have got the kill if the hits had landed in the other order. Power Siphon has the same mechanic, as did the old simpler version of Infernal Blow.

Stat values are inherently integers. To allow granularity, regeneration values are stored internally as per-minute rather than per-second, and multiplied for display.

I believe the base roll on the belt is 20997 life regenerated per minute, which divided by 60 for display gives 349.95, which is rounded up to 350 because this description can only show one decimal place, and the 5 in the hundreths place is rounded up.

With the quality modifier, the base roll of 20997 becomes 25196.4, which rounds down to 25196 as the stored value. When divided by 60 for display, that gives 419.933333..., which rounds down to 419.9 when fit to one decimal place in the description.

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Stat values are inherently integers. To allow granularity, regeneration values are stored internally as per-minute rather than per-second, and multiplied for display.

I believe the base roll on the belt is 20997 life regenerated per minute, which divided by 60 for display gives 349.95, which is rounded up to 350 because this description can only show one decimal place, and the 5 in the hundreths place is rounded up.

With the quality modifier, the base roll of 20997 becomes 25196.4, which rounds down to 25196 as the stored value. When divided by 60 for display, that gives 419.933333..., which rounds down to 419.9 when fit to one decimal place in the description.

Read more
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" hasuprotoss1 wrote: Android: Netrunner in that last photoshoot... I miss that game!
The game's still kept alive as a community-driven project by Null Signal Games (formerly Project NISEI), I just recently got my print-on-demand cards for the Midnight Sun expansion and have been working on new decks. Read more
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" hasuprotoss1 wrote: Android: Netrunner in that last photoshoot... I miss that game!
The game's still kept alive as a community-driven project by Null Signal Games (formerly Project NISEI), I just recently got my print-on-demand cards for the Midnight Sun expansion and have been working on new decks. Read more
This is correct. Being immune to a ground effect means you effectively ignore it's existance entirely, thus you don't count as "on" it.
The mod should not be worded as requiring being affected by chilled ground because as noted above, it does not require that you be affected - being unaffected by chilled ground allows you to get the bonus, which is the main point of "unaffected by" stats for ground effects.
This is correct. Being immune to a ground effect means you effectively ignore it's existance entirely, thus you don't count as "on" it.
The mod should not be worded as requiring being affected by chilled ground because as noted above, it does not require that you be affected - being unaffected by chilled ground allows you to get the bonus, which is the main point of "unaffected by" stats for ground effects.

This is not a bug. The entire point of Soul's Wick is to prevent bringing specific spectres with you and use what corpses you find in the area as temporary minions, while providing a generically useful power boost to reduce the power gap between that playstyle and the regular ability to have specific types of spectre all the time and optimise around them.

This is not a bug. The entire point of Soul's Wick is to prevent bringing specific spectres with you and use what corpses you find in the area as temporary minions, while providing a generically useful power boost to reduce the power gap between that playstyle and the regular ability to have specific types of spectre all the time and optimise around them.

wiggum-wagon

that doesnt make much senseto me. when you would do this the straightforward way you would be affected by the curse anyway (with %range), so there must be an additional check in there that this type of ability only applies to yourself with -100% range.

It's the other way around. The default case is that a buff/debuff affects the thing it's on - there's only a check for aura flags that would prevent that if it has a nonzero radius to affect other things in.

This will definitely be fixed, but I don't know when.

wiggum-wagon

that doesnt make much senseto me. when you would do this the straightforward way you would be affected by the curse anyway (with %range), so there must be an additional check in there that this type of ability only applies to yourself with -100% range.

It's the other way around. The default case is that a buff/debuff affects the thing it's on - there's only a check for aura flags that would prevent that if it has a nonzero radius to affect other things in.

This will definitely be fixed, but I don't know when.