Posts by ehg_trasochi

Aerhyce

Would it be possible to systematically show the added damage affectiveness of every skill in their additional details? Or at least every skill where it's not 100%.

e.g., Mana Spark (Mana Strike) offhandedly states that Mana Strike has reduced added damage effectiveness, but I have no ways to know that besides that random comment from a minor node. (And even then, I don't know if it's e.g.,70% or 20%)

Would it be possible to systematically show the added damage affectiveness of every skill

This is planned

It is bugged and currently does not accept catalysts or quivers. We're working on a fix.

The book's not called Tolmat's Correct History of Eterra

We're working on a fix for this

All the new content is available is available in legacy. You're portalled to the Haven of Silk after a Cemetery, not a Tomb.

Character level has no effect on it, but area level does for drops. It's (area level + 20 - effective level for LP) that's passed into the LP calculation.

There is no lizard level

This looks similar to what I got when simulating it. It doesn't have a huge effect on average hits, but it does increase variance a lot, roughly tripling it. This increase in variance is because it makes the occasional really long chains much more common (e.g. getting another four hits when you dip below 100% chance is much more likely if those chances are 80%, 66%, 66%, 66%, rather than 80%, 40%, 20%, 10%).

Those long chains are really cool to see when they happen, so we wanted that sort of variance to be a common experience. But we didn't want to overcomplicate the skill by including it in its base behaviour. So we put it on a prominent travel node that's good, and looks enticing, but doesn't give so many average hits that it feels like you have to take it.

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It causes the item to take more affixes than its legendary potential, e.g. taking three affixes with a 1LP unique.

The chance depends on the chance for that unique to drop with more legendary potential than the one you're using. For example if you're using a 1LP Calamity the chance depends on the chance for Calamity to drop with 2 or more LP at level 100.

It's there to inject some more RNG back into the system to make it more exciting, but also to make the other affixes on the exalted item still matter when you're using a 1LP unique and can guarantee the one you want the most.

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So crit success doesn't just add a single LP, it can potentially add 2+ LP? You can crit success on a 1LP and turn it into 4LP?

You can, it's just really unlikely.

They will, both from enemies and reward chests.

This is a bug; auto equip is only supposed to happen when the slot is empty.

Does this happen on other characters, and if not does it keep happening if you exit to character select and reload the character?

Rumstein

Just to clarify, is this early access as opposed to beta access? Is beta access revoked at that time? It's a little confusing - If I buy a supporter pack now, with "Immediate access to beta", what happens in that April period?

Reading further through the post - Is this just a "non-beta discount release purchase" supporter pack option, and the Ardent Gladiator with beta still gives access to (pre)-release version?

People who pre-ordered the game prior to 2020 will gain access to the beta in April. The beta will continue until the game launches, and we will continue adding more content and improvements to it during that time. There will never be a point at which anyone loses access to the game.

GivingItMyBest

Pretty sure the item not showing the right quality is a known bug.

Yeah, it's a bug. There'll be a fix in the next patch.

FeelsGouda

They wrote in the forum that this system is not intended to go live in the future, just a transition thing.

At least I think I read that somwhere.

But yeah like the others said, you level them like your "normal" levels. It becomes easy later, early it takes a while.

The behaviour of needing to despecialise in a skill and level up a new one is intended to be the long term system for specialising in a different skill.

The part of the skill respec system that is currently missing is the ability to respec individual nodes within a skill's tree. Currently the only way to do that is to despecialise and re-level up the same skill, which is not intended.