Posts by Rory_Rackham

SilverReynard68

Another thing I noticed was missing from the patch notes was a Galvanic Arrow note, I remember it being teased at one point that it would be able to shotgun i.e. something like "multiple projectiles can damage the same target" similar to ballista skills. Is this still the case or was it removed?

We tested out this change, but it made the skill pretty lackluster unless you were right up in an enemies face. It really didn't feel right to have a bow skill have a lower useful range than many melee skills. We might bring the functionality back at some point with an optional threshold jewel if you really want that mechanic! However, the Barrage Support has a pretty similar effect on your damage.

hazens1

Does EA have a technical limit of how many arrows "charges" can be attached to a single object? I ask this because VD was recently reduced for performance reasons and I can see nutty builds using mines or traps putting out hundreds of arrows. Thanks!

We're going to put a cap on the ignite multiplier, but currently there is no object cap. We'll have to add one if someone does some crazy server breaking build, but we don't want to limit that kind of build space if we don't have to!

xaitv

So if I have a bow that deals 10-10 phys damage per hit, a ring with 10-10 fire damage to attacks and a weird innervate buff that gives 10-10 lightning damage globally. Will the explosion deal extra:

  • 5 phys
  • 10 fire
  • 10 lightning

Or will it be:

  • 5 phys
  • 5 fire
  • 10 lightning?

The first one is correct!

Captainamorgan

Are the explosions affected by projectile damage modifiers?

Is the arrow component affected by area damage modifiers?

Sorry if this is a dumb question.

Explosions are affected by projectile damage modifiers.

The arrow is not affected by area damage modifiers.

This is similar to something like Fireball, where if it pierces instead of exploding, it won't count as area damage, only projectile damage. However, when Fireball explodes, the explosion is both area and projectile damage.

digao94

does the base damage of the weapon gets converted to fire damage? that is a question i have, because it can chance the way i'll build it (because if it converts to fire, it can mess up EE for example), thanks!

Nope, we wanted people to still be able to do EE shenanigans.

stylepointseso

What kind of ignite multiplier are we looking at?

We're doing some last minute balance testing on this, but the goal is to just limit a setup where you have your whole party shooting Explosive Arrow barrages into a target to stack that ignite multiplier to horrifying levels, rather than the average single player setup.

That portion of base damage is still there, just not described in the patch notes. I'll have someone add it in. It is, however, only 50% of base damage (giving the skill 150% total base damage effectiveness if you combine the arrow and the explosion). Added damage, however, is applied with full effect on the explosion hit, giving added damage 100% on the arrow and 100% on the explosion.

Perfect

Esord

We will need you to provide us with the cat tax now, non-negotiable.

Payable in pictures, gifs, and recently, in videos.

This is a good one

Frolafofo

Is she called Noir because of her fur color ? (Noir is a the french word for black) or is it something else ?

Yeah, my wife and I had joked about a mischievous black cat called Noir. When we went to the animal shelter, this black cat escaped from her room, climbed up my jacket and sat on my shoulder. We couldn't call her anything but Noir after that!

That is my cat her name is Noir and I love her

ndcheezit

Seeing reports that this might be bugged. Tooltips not increasing when adding in minion damage or other supports. Any info you can share on this?

I've tested this on our local servers, and it definitely seems to be working! It's probably just something that tooltips can't calculate, I'll see if this is something we can improve in the long run.

umbralunas

Yeah, I guess skitterbots don't hit enemies, so not being supportable by unbound ailments in this state does kinda make sense... but I did think maybe it'll be given the maim treatment since we were told it could support skitterbots. Oh well, I guess the only thing left to see is if this is actually a bug or a misstatement.

I was wrong about it being supportable, I forgot that it required the skill hit enemies! Sorry about the confusion!

thefailtrain08

Quick extra question: do the auras from mines disappear once they detonate, or do they persist until the chain is finished?

Each mine disappears a short time after it detonates, regardless of the chain.

and_i_mean_it

Charged Mines Support and the Blast Cascade node have:

"30% chance to gain a Power Charge when a Mine from Supported Skills is Detonated targeting an enemy"

Does that work with skills which the old Remote Mine Support would not auto-target, such as Firestorm and Bladefall? Or did that behavior change with the reworked Blastchain Mine Support?

Charged Mines and Blast Cascade do trigger when Firestorm or Bladefall detonate targeting an enemy, if there is an enemy in the usual mine targeting range.

strikeg2

Can we have a clarification, can different projectiles from a single mine shotgun on single mob with big hitbox or not?

Individual Icicle Mines can only hit each target once, there is no shotgunning.

BloodBaneBoneBreaker

Further clarification for refeshing Elusive, Withering steps cooldown is 3 seconds, but "This skills cooldown does not recover during its effect"

Is that just the wither effect? the phasing effect? or the Elusive it grants.

And using a skill that ends its effect, does that cancel out Elusive as well? Or just the dmg buff and phasing.

Example, can one get elusive from Assassin ascendancy, 2 seconds it cast Withering step to keep max effectivnes, use a skill that removes the skills effect, start the cooldown, and then use it again after the 3 second cooldown?

Effectively allowing us to keep elusive up all of the time, with a 3 second refresh cooldown? as long as we use a skill as soon as we use elusive.

Withering Step removes the Wither effect, the Elusive and the phasing. The cooldown begins counting down the moment this occurs.

So to keep the effect as high as possible, you could gain Elusive by critting, then use Withering Step when the elusive effect drops low, then then perform another action that crits, which would clear the Withering Step elusive but let you get a fresh one. This is especially useful if you're wanting to apply Withered to enemies as well!

Praetorian_MK-II

Not even Temporal Chains on enemies?

Slower buff expiry won't make the auras last longer, just like it wouldn't make your own auras from an ally last longer if you were cursed with Temporal Chains.

MoeFantasy

Thanks.

An irreverent question, does the "Minions Instability" keystone have things like tags for us to know what can support it?

Minion Instability isn't a skill so doesn't have tags/types in the traditional sense. It just has something that makes it count as Area damage for any area damage modifiers your minions might acquire.

Azurinelle

Hi Rory. Do corpses spawned or consumed by mines count towards Plaguebringer or Corpse Pact?

All corpses count towards Plaguebringer, but corpses you generate from totems or mines don't activate the chill/shock effect of Corpse Pact.