Posts by Mark_GGG

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Being "unaffected" by a debuff does not stop that debuff being inflicted, it means that debuff being on you does not inflict any of it's stats. In the case of bleeding, that stat is physical damage over time.
So while you are unaffected by bleeding, bleeding will still be inflicted on you, and this is correct. But it won't be causing any damage.
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Being "unaffected" by a debuff does not stop that debuff being inflicted, it means that debuff being on you does not inflict any of it's stats. In the case of bleeding, that stat is physical damage over time.
So while you are unaffected by bleeding, bleeding will still be inflicted on you, and this is correct. But it won't be causing any damage.
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This is not technically a bug. Totem range only defines the maximum of how far away a totem can detect enemies. If the totem's skill can't reach that far it will detect them, but will not use the skill until they get close enough to be hit by it.
I've made a note to look into why this totem's range is set so high when it only ever has the one skill and can't reach nearly that far with it.
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This is not technically a bug. Totem range only defines the maximum of how far away a totem can detect enemies. If the totem's skill can't reach that far it will detect them, but will not use the skill until they get close enough to be hit by it.
I've made a note to look into why this totem's range is set so high when it only ever has the one skill and can't reach nearly that far with it.
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There are two distinct things named "Far Shot" in the game.
"Far Shot" as a stat is an named keyword effect in the game, which has not changed. It's effect is "Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther".
This is what Lioneye's Glare grants.
"Far Shot" is also the name of a notable passive skill on the Deadeye ascendancy tree.
Previously, the "Far Shot" passive skill granted the "Far Shot" named effect (as well as other stats). It listed this by having "Far Shot" in the text of stats it grants. This has now changed to no longer grant the "Far Shot" named effect, and instead grant a different effect that also scales damage with projectile distance, and is spelled out in full as it is not a keyword. This being a distinct effect means it will now stack with the actual "Far Shot" bonus if you have both.
The patch note for this change was:
" ...
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This is not a bug. Triggered skills target where the trigger happens - for the case of triggers from using your skills, they target the same location as the skill you used that triggered them.
Ice Nova is a self-targeted skill, it always targets your own location (and a skill which requires a direction, such as a movement skill will pick a random direction if targeted at your own location. Ice Nova of Frostbolts targets a location near the cursor because it has to look for frostbolts in that area.
This is not a bug. Triggered skills target where the trigger happens - for the case of triggers from using your skills, they target the same location as the skill you used that triggered them.
Ice Nova is a self-targeted skill, it always targets your own location (and a skill which requires a direction, such as a movement skill will pick a random direction if targeted at your own location. Ice Nova of Frostbolts targets a location near the cursor because it has to look for frostbolts in that area.
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I fixed a bug with Blazing Salvo forking in 3.23.1 (the projectiles did fork on hitting enemies, but then didn't travel any distance, just fell straight to the ground and exploded). Chain was working fine at that time.
I have tested in-game just now and both chain and fork do correctly work. They require one of the projectiles to hit an enemy (chain can occur from terrain if you have a stat to allow it), which is not guaranteed due to the randomness of the projectile's trajectories, but does reliably occur when they do collide with enemies.
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I fixed a bug with Blazing Salvo forking in 3.23.1 (the projectiles did fork on hitting enemies, but then didn't travel any distance, just fell straight to the ground and exploded). Chain was working fine at that time.
I have tested in-game just now and both chain and fork do correctly work. They require one of the projectiles to hit an enemy (chain can occur from terrain if you have a stat to allow it), which is not guaranteed due to the randomness of the projectile's trajectories, but does reliably occur when they do collide with enemies.
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This does not actually happen.
Ice Nova of Frostbolts has a special behaviour explicitly described on the gem, where if cast on a frostbolt, the spell will not repeat, but the nova will occur again from the same frostbolt. When not cast on Frostbolt, it repeats normally.
Repeating means a single use of the skill plays the cast animation again, causing all effects of the skill to happen again. Ice Nova cast on frost bolt does not do that, instead you play the animation once and then after the nova happens, it just happens again without your character repeating anything.
What's actually happening in the linked video is you're spending mana more frequently when casting on the frostbolt because you are no longer repeating - rather than paying the cost and playing the animation twice, you're paying the cost and playing the animation once, but each animation is still giving you the second nova after the first from that cast. So you are spending more frequently, but also causing novas more freq... Read more
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This does not actually happen.
Ice Nova of Frostbolts has a special behaviour explicitly described on the gem, where if cast on a frostbolt, the spell will not repeat, but the nova will occur again from the same frostbolt. When not cast on Frostbolt, it repeats normally.
Repeating means a single use of the skill plays the cast animation again, causing all effects of the skill to happen again. Ice Nova cast on frost bolt does not do that, instead you play the animation once and then after the nova happens, it just happens again without your character repeating anything.
What's actually happening in the linked video is you're spending mana more frequently when casting on the frostbolt because you are no longer repeating - rather than paying the cost and playing the animation twice, you're paying the cost and playing the animation once, but each animation is still giving you the second nova after the first from that cast. So you are spending more frequently, but also causing novas more freq... Read more
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Those modifiers specifically apply to Reservation Efficiency of Skills. Midnight Bargain is an item, not a skill. Aspect of the Spider is granted by an item, but is itself a skill.
Storm Brand inherently deals area damage, the transfigured gem does not change that. It sends beams to some number of targets, including the branded enemy), and deals damage in an AoE around those targets hit by beams.
Storm Brand of Indecision only hits one enemy (the branded enemy, if it has one) with a beam, but that beam still causes damage to that enemy and those around it, just like the base skill's beams.
This is not a bug. Summoning a totem is not casting a spell.
This is not a bug. Summoning a totem is not casting a spell.
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" a_z0_9 wrote: Either the skill description or its mechanics is wrong:
" Modifiers to the skill's duration will also affect the delay between these strikes.
The line makes me think the skill should perform 6/.25 + 1 = 25 instant hits against single target if its duration is scaled down to 0.
What is expected:
  100% reduced duration Vaal Storm Call hits target or a group of targets
  fixed amount of times (specifically 25 times per cast)
This should not be expected at all, because that is not how the skill works and absolutely nothing on the gem says anything about the number of strikes being fixed.
The skill has a duration, and it has a time between strikes, and modifiers to the duration also apply to the time between strikes. It "strikes random enemies around the marker repeatedly over the skill's duration".
If you ... Read more
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" a_z0_9 wrote: Either the skill description or its mechanics is wrong:
" Modifiers to the skill's duration will also affect the delay between these strikes.
The line makes me think the skill should perform 6/.25 + 1 = 25 instant hits against single target if its duration is scaled down to 0.
What is expected:
  100% reduced duration Vaal Storm Call hits target or a group of targets
  fixed amount of times (specifically 25 times per cast)
This should not be expected at all, because that is not how the skill works and absolutely nothing on the gem says anything about the number of strikes being fixed.
The skill has a duration, and it has a time between strikes, and modifiers to the duration also apply to the time between strikes. It "strikes random enemies around the marker repeatedly over the skill's duration".
If you ... Read more
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The behaviour is correct. Links are one-way. If you link to another player, they are the linked player, you are not.
If another player links to you, but you don't use any links of your own, you are their linked player, but you do not have any linked players.
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The behaviour is correct. Links are one-way. If you link to another player, they are the linked player, you are not.
If another player links to you, but you don't use any links of your own, you are their linked player, but you do not have any linked players.
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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