#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 15 of 1
We will be starting up ladder cycles that will come with new content and features. We don't have details on exactly what that will include long term yet and I'm sure it will change and evolve pretty fast.
Discord search skills have failed me 😭 - Mike, how many character slots do we get and are there any plans to add more? [Afaik, we get 20 and adding more has been mentioned but not confirmed]
that's right
Thank you!
#devs-ask-devs
Hey magic mike, I wanted to ask about sets, specifically what y’alls future plans are with them. Even if you’re just throwing out ideas of your own, I’d love to hear. I can only think of Diablo 3 when it comes to sets lmao. I know none of the sets in this game are that great so I’m wondering why they were added unless you have future plans with then. From experience, I’m aware sets in Diablo 3 could be so busted, it took over the whole meta lmao. Sets are either trash or god tier which puts it in a black/white area.
does the story end at the point to Journey to the Necropolis?
cuz Alric does not want to do anything
no
and objective says to speak with him
the current temporary end to the campaign is very climactic
so my game is bugged xD
well entering next area seems to trigger the quest to its next stage
I think you'll find that sets are more useful than you might expect. Several of them fall into not that great but others are key pieces in end game builds. We have specific plans to make set items generally more interesting and deepen the mechanics associated with them. I can't share any details on this at the moment.
Ahh okay lmao. Was hoping you could spill something but I got you. Are y’all very careful about making sure they don’t become broken like Diablo 3 sets, you would say? Make an ability go from 1-100 lol
ah diablo 3... when single item to finish your set can make you go from 10k dps to 10 mil dps...
I think it's pretty clear we aren't going that route lol
thanks god
I remember the text being so long for sets. In this game, it’s pretty short like maybe one converts your damage to a different element. But nothing crazy to rework a whole ability. I would watch rhyker and would hear things like “now in season 20, you wanan rock the undefined fire dragon set” etc.
I just wanna say I appreciate you guys for keeping the numbers small and comprehensible.
do the "increased drop rate" blessings make a higher % of the things you would drop anyway into that thing or do they drop additional of that thing. Like if, without a blessing, i were to drop 10 items from a boss lets say. Will i now drop 11 items, the additional being whatever the blessing gives, or will a higher proportion of the 10 items be whatever the blessing it
does cooldown reduction affect the "bone armor is on cooldown" debuff?
Is linking items still on the near term radar? Would be great for multi!
Agree!
Hello guys, i was wondering if im the only one having problem log in or create acc on the website?
cdr only affects things you can put on your skillbar.
11 items
yes, it's coming
we don't have anything suggesting the website is down at the moment
I have a question about content cadence. Does the dev team have an internal release structure that they work towards? Or is it more along the lines of "these are the things we want to release, and we'll release them when they're ready".
We have an internal release structure that we work towards, it's not super strict and we evaluate when the next release will be based on what we want to get into it. As we move through release one of our goals is to get this release cadence to be more and more regular so our players can have a better idea of when a release is coming.
During the 0.8.0-0.8.5 patches we were on a really good pace and aim to return to that through release.
I have heard somewhere that you are planning to increase monster density in the later on stages of the game, is that true?
yes
The Serpent Strike node "Corrosive Venom" says in the description that it reduces armor and poison resistance, yet the stats on it only mentions armor shred and there's no mention of any poison resistance shred. So does this node reduce poison resistance or not? Is it just worded badly?
it's a typo, probably used to do both or something. It only does armor shred
The sword Chronostasis has the following description : Your melee skills consume up to (500 to 2000) ward, gaining +1 melee damage per 10 ward consumed
Do channeled skills like warpath get the damage benefit for only one initial strike or for the whole duration?
warpath is really weird, it's constantly using new abilities over and over so it only gets the 1st one
Hey, after a few monos the lights are off here, is this a bug? It actually looks really pretty and comfy to my eyes 😁
no, the super bright version is the bug
Saw an interesting question in gen chat tonight, and wanted to post it here to see if there was an answer.
If you have 20 points into a skill, and equip and item that adds to the skill, then remove it, what is the logic behind what points are removed from the tree?
Is the wiping your ssf part of your account by contacting support a thing yet? I haven't been keeping up with it
It picks a node with the most points which is highest on an arbitrarily and consistently sorted list.
I'm not sure if they are set up for that yet.
If you really want to play a character found mode right now, offline ssf is that.
Awesome, thanks for the info!
hi dev, approx when will the bugs with fury leap and entangling roots not buffing minions/totems/companions be fixed?
I don't have any information on the status of bugs.
Unless it says it does in an alt tooltip, no.
i have a question about a ring if anyone has a moment
we're always around
You should edit to post a picture of the node cause there's so many nodes to keep track of
Hey I'm wondering if Sentinel's Warpath always costing 1 mana to start up is an intentional design so it cant be used at negative mana? The inscribed tablet relic which reduced melee mana costs doesn't work on its start up cost and I think that is intentional no?
Hi Mike, can the dot part of entangling roots stack?
Hey Mike, I honestly think the gifting limitation should be extended to your party, not your zone. It seems like a very arbitrary and frustrating punishment to find something for a friend who is leveling an alt, or for some reason on a different character at the time of being in a party and not being able to share with them. Any chance this could be implemented?
It does not stack currently.
Btw I am asking that because of you, and your sweet poison entangling roots rot mind
Mike my main man, I was told about 5 different builds were getting nerfed, can you tell us what they are please? I heard you talked about them in the vod
How were you told this if i might ask?
It was mentioned in the vod. U can look in epoch general, we talked about it. But two builds are already known to get nerfed. Crit lich and the abomination build? But 5 are getting adjusted
I would like to ask about this node. Do this give us
A x1.25 then x1.50 then x1.75
Or
B 1.25 then 1.25x1.25 then 1.25x1.25x1. 25?
No idea how these rumors get started really. I really don't think I said anything about that in the vod (assuming you mean the friday dev stream). Mostly because I don't know if those will or won't be nerfed anyways.
A
@solemn perch would you like you explain yourself? Read above lol
Some person said they watched the vod and claimed 5 builds were getting nerfed and no buffs supposedly
Thx and no stacking?
yes, that's right
only 1 root can be active on a target at a time
ok
I’m sorry magic mike. I shouldn’t of doubted your wisdom
No, that automatically causes massive problems because suddenly you would need to be in a party with people you aren't playing with at all times. This is a play pattern that we desperately need to avoid. It's why you get a random selection of 2 rewards when you're not the leader in a monolith.
nope
I am going to use this node in smelter wrath as an exemple. When it says xxx hit deals more dmg, does it work for subskills? And does it work for ailment inflicted by the hit?
Hit damage specifically refers to the damage of the initial hit. Conditional effects which rely on the status of your target like "per ignite stack" or "to high health" or "to poisoned" aren't passed along to sub skills.
This only affects the big initial slam smash thing.
OK, what about ailment inflicted by the skill? Will my x stacks of ignites be affected by the 150% more dmg?
can ignite dots hit and are they the big initial slam? not "are they from the slam", are they the actual slam?
Oh! Thx
As a general rule if it says "more **HIT ** damage" then it doesn't affect ailments applied by the skill
We don't see the crit multiplier increase of eye of the reen buff in the char tab. Is it a bug ?
Will the enigma fix be coming with the next patch or can it be hotfixed?
If you're talking about the implicit crit multi, that should show up for sure. I suspect you're talking about the melee crit multi from the stack it generates. Are you looking at melee crit multi or crit multi?
Yes it doesn't change at all
I'm sorry, I don't have any information on the status of bugs.
Are you looking at melee crit multi or crit multi?
Both to be sure. No change when the buff stack increase
is melee crit multi a stat that shows up in that panel?
(I don't think it is but I can't remember)
hi mike, i missed the backpack cosmetic, will it be purchasable in the future
we don't have plans to make it available again but there will be more things coming
Ah that makes sense. Thank you
Hey mike! Do skill echoes inherit nodes from that skill tree? Example: rive echoes inherit more crit chance from Opportunist node?
yes
Thx
I noticed that if you use void cleave as a traversal skill, though, it echoes “in place”. It doesnt mimicks the movement you did with cleave. Is it intended?
yes
I see. Thanks
np, yea #❔┃ask-the-community is probably better
Is this on the radar?
(talking about auto-aim targeting issues)
yes but it isn't assigned to anyone
Thanks for answering my question before 🙂 I'm a newer player and appreciate it
ty
How does the corruption scaling work? At first it seems like 0.5% health and damage per corruption but that doesn't hold true at higher corruption
pretty sure it's a flat rate but I could be wrong, is it displaying that info combined with other mods by any chance to make it look like it's more?
No, it seems to start off at a rate of 0.5 per corruption but it lowers as you get higher corruption at 854 it's showing 350 (it shows other values that aren't so perfect at higher and lower) which is around 0.4 per corruption.
Can somone tell me if i have multiple golems and the node "Amalgam of primalists" which gives other minions around the golem armour do the golems give that to each other? it sounds that way but i wanna be sure 😄
They apply their own auras to themselves already anyways.
The auras don't stack.
so..
if i have one point which gives 80 armour and i have 4 golems
they all just get 80 armour
yes
and all other minions also only 80 armour
yes
HOW do I report bugs? I go to "support" channel and the only option is to report bugs on the website or game "exploits". It's not an exploit, I just have a bug lol
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Alright thanks, I've reported it
how vaions chariot boots will work with warpath. it says every 3 seconds next movement skill deals more damage. but warpath itself lasts around 3 seconds. Does it mean perma more daage buff for warpath? If you play void knight will echoes of warpath benefit from this more damage?
Hi mike, If i wear 2x Red ring of Ataria, will I get 2x 10% damage reduction bonus (20%)? Do they stack if I wear two?
it only affects the first hit of warpath each 3 seconds.
they stack, you get~~ 20% 21%~~ some multiplicative amount
oh, those things stack additive?
sorry, no they are multiplicative with each other so it's actually 21%
I would have expected 19%, like 0.9 times 0.9
it is way too late
damn, need to change wording on boots for next hit, because skill is way more then first hit
it's because of how warpath specifically works, it causes a special case for a lot of things
so those boots are useless for warpath where you do dozens of small hit during 3 seconds period.
yes
if it was at least first spin..
hi mike, on Julra's Possession with Attunement affixes, each minion provides +8 attunement to the player on T5, is that intended or a bug?
sorry, it is a spin
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
thank you
Hi Mike
How does Mourningfrost scale flat dmg for Shadow Daggers? If i add 1 point of Dexterity, does Shadow Dagger get 1 Flat Melee Cold + 1 Flat Throwing Cold or 0.5 for both?
Should be +1 for each
Technical question: is LE aware of GPU scheduling, and if it is, does enabling it benefit its performance in any way?
Hi Mike, with the cosmetic shop arriving soon I wanted to ask. Will there be cosmetics for a precise type of weapons (2h axe for example) or for a whole slot (weapon slot) or for a specific subtype (bardiche)? Or all 3 of them?
Lore question: Is Yulia wearing a hat she kept for millennia or does she have horns?
If an item is buffed or nerfed will it retroactively effect all of that item previously dropped or only the new drops?
will there be new dungeons before or at 1.0? and a rework of set items?
Why in Ice branches does the tooltip state Physical Damage -> Frost Damage and in Pillars of Heorot it states Base Physical Damage-> Frost Damage. It is a little confusing unless you read the full tooltip, is there a different application for these two or an oversight?
Is it an oversight the "Dark Retribution" Necromancer tree and the "Harvested Legiones" passive note in the Lich tree have no "Summon on Boss hit" mechanic? Some power hungry folks in the forums insist this should be a thing and I insist otherwise and would simply have an oppinion of a dev for hte topic if this should be a thing because a few people want to always benefit from "Unholy Trinity" in the Hungering souls skilltree without going for minion skills/stats at all. To me this sounds like a bad idea but some dev input would be great!
Because things are generally more cpu bound it might help a bit. I'm not sure to what extent though
The weapon options are very limited initially and I think they are basically the same restrictions as Legendary Item combinations. Same base type but not same specific sub-type.
Retroactive adjustment. If it involves an affix changing which items it works on, the new item will have a sealed affix for the one that is no longer compatible. This can lead to items with multiple sealed affixes but we try really hard to not let this happen.
No info on any new dungeons yet if any for 1.0. We have a pending update to the set item system mechanics that needs to be implemented still. We don't know if that will make it into the game or not yet but should happen pre-1.0 if it does.
A question about Soaring sourge node, so it makes my damage to minion damage with this skill Does that also mean my damage over time becomes minion damage over time with this skill and what about my attunement and and physical there is no info about this
it's just different wording for the same thing
It's a hat. Part of her ceremonial clothes from back in the Divine Era when she was chieftain in her tribe, she held on to it (repairing/replacing as needed) for sentimental reasons.
I believe I asked about it already, but is this node bugged? The damage is so miniscule, even a normal attack from a FW is much stronger than that; can't tell where the actual scaling should come from. (In case it is bugged, disregard this as I've already posted a report thread.)
It's not something that is actively on our radar for change. I don't want to comment on the hypothetical option of making that change or not. I assume those nodes are "on kill" effects. Triggering something when someone dies is really key for the acolyte in general and we are often reluctant to extend that to boss hit for thematic purposes. I think it would be more likely to add a new effect that triggered off both so we still have some exclusive "on kill" nodes as that should be the emphasis.
I just checked the nodes to be sure and dark retribution is only on your own minion's death. The point of both of them thematically is that you're using the body of the thing that just died to summon a vanguard. Thematically making these include "on boss hit" is just a mess. Extremely unlikely.
I think you're possibly thinking about it backwards. So normally your locust swarm deals damage based on your own damage stats, like for example: 10% increased damage. If you take this node, it will instead scale with minion stats like: 10% increased minion damage.
it's just not very synergistic is all
Okay so its only Minion damage so the others still scale with attunement etc Thanks!
is there a damage cap on minion dmg? at some point, it don't change nothing here (tested on Cryomancer Skeletal Mage)
Why different wording for the same thing instead of a universal? It seems like the tooltips should be the same outside of the context at the top
Without reading the context, since they do the same thing it would seem that. Base Physical Damage is converted at the beginning before any modifier, and Physical damage to cold would come at the end after any modifiers because it is not specifying the base.
no
It's created manually so the line isn't being generated from the effect. It's just a typo.
If a vine kills an ennemy, do I get the rage and health?
you are you, you are not your minions.
no.
Can you please make the detonating arrow dagger cone melee skill like shatter strike please so it doesn’t need a target to click on. It’s too hard to click on targets to make the play style at high corruption viable. Thanks 🙂
I know this isn't an actual fix but you can hold shift and it'll just use it where you stand. And send suggestions and the like to the #suggestions-and-like-to-see channel.
Ok thanks I’ll post it there, ye I tried that and it doesn’t help rly coz it needs to connect to activate
That's why it is the way it is, for shatter strike the aoe is a lot bigger so you just need to be close and aim in the general direction, while melee detonating arrow is basically auto attack range it seems
Yea it’s just hard to click mobs when your movement speed is around 150% upwards, which is a fundamental survival skill for rogues
I want to use data to make my own theory crafting spreadsheet, it would be a lot easier with ability information already in something like an XML. Is there any public files with that information available?
no
I will have to build it then. I've been using chatGPT to help me with a ton of things it has been awesome. It helped me design a system to manage my leads and daily work schedule, a bit of modding for open source games. Fixing broken mods and references and doing some rebalancing. I have little experience and its just been an awesome tool to learn
Are stacks of lightning shred stronger than stacks of shock on enemies?
They are the same. Both are -5% lightning resistance per stack, up to 10. #❔┃ask-the-community can answer questions like these too
Hi !
Are you reworking the arena for the opening of the ladder in the next major patch or will it be the same arena and the same system as before patch 0.9 ?
Another question about the ladder, are we going to need new characters or can we use our already created characters in online mode? ?
no major changes to the arena, I think old characters will work but I'm not sure
Thanks Mike for the fast answer. Got another one sorry 😉
Will there be a SC and HC solo ladder and a SC and HC group ladder?
yes
Was it intentional to remove the projectile of all the skeleton mages? I miss seeing bolts fly across the map. Not sure if intended for performance or if it’s a visual bug.
no, bug
Is this new bug from skeletal mages purely visual or does it affect the damage numbers as well?
visual only, no gameplay effect
the projectile is still going but the client isn't rendering the visuals
Thanks mike, so glad to hear it’s just a bug!
hey sorry if this is already noted, but if there's any plans to work on the Fire Aura effect, I feel like something less busy would be a big boon. I have a hard time visually parsing what's happening with enemies close by me because the sparky animation is so busy it drowns out animations
just my $0.02 for consideration - cheers
not specifically but if you'd like to leave #368968647114227723 on it, please do so there.
Is there is a chance to restore a HC character which died to a game update bug. I dunno maybe its possible to check logs to find out that it was an extremely unfair rip. All the mobs turned invisible and my character couldnt cast any spells or quit the game for like 40 sec
Does this node in cinder strike benefit skills procced from within cinder strike like burning daggers?
Is there a way to see how much armor an enemy has?
To calculate the effect of Armor Shred
yes
no, I'm not actually sure how much anything has, I suspect that it might be like resistances and it's just 0 unless otherwise stated under the health bar
How much armor does the enemy affix grant? (I think it's called Plated, maybe)
Huh, yeah I definitely just confused it with a monster that is just called "plated something-or-other", since it would have to be a suffix. Not sure what I was thinking. Thanks!
Is there a meaningful difference between "chaining" and "forking" for Lightning Blast beyond visual sequence? As far as I can tell, all strains begin at the player with fork, or are chained between multiple points with chain. Does this matter in terms of building?
It has far less impact than I had hoped when making it. It basically just means that each chain point can pick up multiple targets. On average you'll end up hitting slightly more consistently with both. Chains can die out if it grabs 1 target that is more isolated. The chaining distance is high enough though that this almost never happens.
Is it a bug or a new feature with the last patch that's not letting me get past the loading screen 😂
does vaions charriot boots work for movement skills if they've been converted to traversal skills?
aka void cleave
on the off chance that you're serious, it's a bug
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
I'm not 100% sure on that specific case but it is designed to work.
Does this double dip per ailment or have a yes/no value? https://prnt.sc/ulGSUfN_gLhp
each condition is checked individually and the more damage is applied individually, so not only do they each apply, they are multiplicative with each other.
I appreciate the lengths you went through to post that reply
hello. auction house when coming?
👀
are the resonances coming soon?
!trade
Are you a Merchant's Guild Member, or a Circle of Fortune member? Find out here: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
Not auction house. Read the post plz.
Can you craft a unique with class requirements with other class equipment? Eg.Shroud of Obsucrity with a non-acolyte body armour? And if so, does having class-specific affixes do anything, or locks it entierly?
Hi! Cant enter the game after the last update, staying at loading screen without progress. Anybody see this?
Try to verify your steam files. Sounds like something might have corrupted on download. If that doesn’t work submit a support ticket.
Thanks! All working now, it seems steam didt update patch automatically.
Glad to see that Support service is working) Thanks
It wont allow certain class restrictions, and affixes locked by class. But putting an acolyte class affix on a acolyte unique would be fine, and I have done a sentinel relic(with no class specific affixes) and other relics fine. Also one of mikes responses: #👨┃ask-the-devs-not-support-no-bugs message
I was asking for "What if you crafted a unique classed locked to one class but the base is from another class" so your answer is what I needed- Thanks!
Hello all! Recently found this game and absolutely love it! I am trying to buy the Ardent Centurion pack and I'm getting a 404 error: https://lastepoch.com/supporter-packs?orderby=price -- I already own the game, but would love to support the development (and the pet is adorable too haha)
This is the specific link (the buy now) that gives the 404: https://lastepoch.com/player/item/a593f1984357424097c78534f0545ce8/create-order?return_path=/supporter-packs
you can't buy supporter packs right now
those are old links
Thank you Chainezo! That's a bummer, but I guess I will wait until new packs come out 🙂 may want to remove that page or archive it so more people don't try to do what I did. Thanks for making an amazing game!
you can literally only get to it via the links
and the page is super broken
Ok! I'm brand new here and saw a post referencing supporter packs, so I searched for it and that's how I got there, so that tracks. Anyway, just wanted to call attention to it so more people don't find it and get disappointed when they can click Buy Now and get a 404 error
Hey I just wanted to know, is it intended that Lost Knowledge (Sorc Passive) doesnt procc if you cast a Meteor from your Harbinger of Stars Belt?
you aren't casting it, your belt is.
I know, but the wording isnt totally clear in that point, but I guess it is intended
Ive posted this everywhere, no one has helped. enemies in Solarum have no sprites, and i die constantly. can anyone help me?
lol my bad on the wrong channel/place to post, in my defense it was late... also, I verified the files on steam, something was corrupted so it redownloaded the file, I restarted and it worked again. For reference, it was playing the sounds of being in the game (end of time music etc) but was stuck on the loading screen (after online character select).
so if you have 100% chance to ignite, and rives 3rd attack consumes ignite..... does the 3rd hit consume the ignites first, and then apply the ignite afterwards? or does the 3rd strike ignite then consume the same ignite?
just want to make sure that enemy will have some sort of ignite on it at all times
I can never remember this one but I think it works the way you want it to. I would test it the same way you can though. Just take the node and try it on a dummy, will be really obvious if it has any ignite after the 3rd hit or not
sorry, this is strictly not a #support thread. I would probably start by verifying game files in steam.
when you rune of ascendance something what's the value used for the area level in regards to LP calculation?
does it just take your current area level as normal?
it's a static value
can i ask for the specific value?
just in the middle of something that prevents me from checking, I'll try and find it later and ping you
alg, thanks!
Here's the quote I have recorded about it:
"The chances for each amount of legendary potential are scaled as if the unique had dropped at level 100, but are then reduced multiplicatively by a fixed value."
ahk, still knowing that fixed value would help a lot for some things
When is the new reaper form appereance coming?
I'm not actually sure but I think in one of the two next content patches. I feel like it should be ready to go but I'm not sure if it's been fully tested and such.
Awsome thanks!
are the resonances coming soon?
i have a question regarding dps calculation on meteor when it comes to two specific nodes:
Infernal descent (10% more dmg, -5% cast speed)
and
Crushing force (7% more dmg, 7% more dmg to full hp enemies).
When i take Crushing force i end up with more damage compared to infernal descent. Now my build makes no use of cast speed (i use harbinger of stars) which i assume the game doesn't take into account and is thus reducing the dps based on how fast i would be able to cast the meteor manually. But what i'm not sure of is if the game is taking the "7% more damage to enemies at full hp" into account in the dps calculation.
As in, does the dps calc assume the enemy is at full hp? and does it assume i'm basically holding down the meteor button (cast speed = more instances = more dps)? I already know that infernal descent is best for actual dps (i have to hit the enemy to proc meteor so they'll never really be at full hp when meteor hits) i was just wondering about how the damage calculation for tooltip works.
no eta yet, we hope to have them in before full item factions
my support ticket hasn't been answered, why does every single message i send get filtered out? It's been a few weeks already where i can't interact with global chat at all
the dps tooltip calculation is really bad at comparing skill tree nodes. the dps calculation doesn't take conditional effects like full health enemies into account at all on any skill. It also assumes you're continually casting it manually
so it's basically just saying that the 5% less cast speed gives takes away more damage compared to the 3% more damage i'd gain (if i were to be manually casting it), gotcha. Thanks!
Something has probably gone wrong with the message delivery to you. We don't have any unreplied tickets remotely close to that old. I don't have any additional information on pending tickets. I suspect what happened was that your username might be getting flagged with a false positive or something if it's hitting every message. If you have thoroughly checked all the junk folders and such in your email and you're certain you haven't received any communication at all from us, you can try to open a new ticket as one possibility is that the email address was entered incorrectly. If you did receive some communication at some point but haven't received followup communications to your replies to us, you can try and open up a new ticket with a different email possibly. Usually I don't recommend opening a new ticket at all because it just muddies the water while it is waiting in the queue but I know this isn't waiting in the queue so something is preventing you from receiving messages from us.
i can give you the number of my ticket if it helps at all, also i've just checked my inbox and no message from EHG arrived except for the automatic one that i got after sending a ticket, spam case prolly isn't the case in this one since automatic reply arrived in my regular inbox, not the spam folder
Will online progress be reset with the official release of the game later on in the future?
No plans for any wipes
Is foot of the mountain not working currently or is it just a visual bug in the stats? After some testing it does work as intended but the health globe and character sheet don't show a change to endurance.
Mike, what's the most important life-event that you've interrupted in order to respond to someone here? Sleep? Stopping the Fire Alarm from beeping? Answering Judd's phone call?
mike waking up in the middle of the night "gotta answer discord questions" 
Baking sourdough?
Honestly Mike should let his kids answer the questions
any chance this gem is coming to steam deck?
#👨┃ask-the-devs-not-support-no-bugs message
See above message for Mike's response. After 1.0. It's honestly pretty manageable already, once they get SteamInput support it'll be legendary, though.
so that means soon?
not soon
It is in fact playable on Steam Deck
Just not optimized yet. That's down the line for now afaik
Are there plans to further expand/refine damaging ailments further down the line? Right now it feels like the best strategy for many ailment builds is to max out your chance to apply and aps to get hundreds of stacks, which ends up making ailments feel a bit same-y to some degree. I know there are some limited ones like Doom that do this sort of thing but it is something being considered?
I'm interested specifically in something where you want to maximize the damage a single hit/skill deals to get one giant dot on an enemy ala ignite/bleed in PoE, it feels really satisfying to hit something once and see its health drain away. I'm interested in pretty much any thoughts on that front but that's something I'd really love to see
Sleep, definitely sleep. I know it looks like I'm probably stopping other stuff a lot to answer questions here but really I'm just not that interesting.
Because of how it applies, we can't performantly show it in the UI.
As far as changing ignote/bleed/etc, extremely unlikely but maybe. I would be more interested in having this be a niche in a specific skill and/or ailment.
question for the druid passive 'impervious': 4% less hit damage taken per stack, lose a stack when hit'
so if I have 5 stacks and get hit, does it prevent 20% dmg
or does it only prevent 4% dmg?
guys, something's wrong with my game, help
i can't deal damage and my hp regens like crazy
it's a value overflow bug
it happens
report it and then restart your game
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
20
Did any of the updates in the past while improve the online issue with characters dying while on the loading screen due to What I figure is grace period problems? I couldn't find anything about it in notes. My girlfriend gave up playing the game because in the Temple of Eterra the boss would engage and kill her before she was done loading or just as she finished loading. What's the status on this issue?
Depends when that happened, if it was right at the start, yea it's been improved but not completely fixed all together. It's considerably worse if you are in a party.
that would be around 4-5 weeks ago, she was playing online but alone while learning the game.
i know this probably won't get answered but i'm gonna shoot my shot, what are the chances of something like a ravenous void with 4 lp dropping? just a super obscure ballpark would be fine, like if you had 300,000 people playing for 3 months straight let's say, would it be safe to assume someone somewhere would drop one? or is it so rare that it's like a once every few years occurrence even with those kinds of numbers?
Hi mike conection is a little better in party, but still lossing packs ,and alt f4 life. Do u think next patch will have fixed it?
Iand other question i used my first rune creation from 4 i have. But i guess this mirror rune would be much better with market. Please . Market soon , diogenes stashes need to be clean
With effects like damage taken to mana before health : do all damage reduction affects on health also apply to this conversion? that is, if i have 50% damage reduction, is that applied before the damage-to-mana step, or after it?
Before, mana is even protected by endurance
Will the constrictor node in serpent strike apply to serpent’s venom? I assume so, since it just says “more damage”.
Relatedly, will hitting an enemy with constrictor-boosted serpent venom again, after consuming constrictor, reset the ailment to a lower damage, non boosted instance?
It seems serpent venom refreshes on an enemy with each hit, so I assume constrictor is of limited use with serpent venom, but I want to make sure.
Ive made it to what i belive is the endgame loop of doing missions and getting rewards and then doing the three missions on the side. Im not really finding new equipment that makes any difference or has better forging potential and rewards are not doing to much for my character so far. I belive my character is about lvl 67 ish. Are there better rewards further in that i havent gotten too yet? Would you consider more experience per tome drops to help the leveling process along? I want to finish one charcter and then move to the next character to try out but i focus on one at a time and i got bored real quick in the endgame so i was looking to see what plans you have for it or if im missing something about it.
Not a question, but that’s my experience with the monolith as well. Progression slows down A Lot, and it feels like you go forever with no interesting changes in your build or significant decisions to make. Maybe really experienced players rush through the normal monolith super fast to get to the empowered version, where things get better. I don’t know because I’ve always tried clearing each timeline and burning out before I got to the later ones.
Nick can you confirm
I agree. Its very boring and not much variation to environments etc on top of that. The equipment drops are lateral movements at best so far so it just feels like work with no pay off. Im currently smashing my head up against a boss that i have to avoid every hit to clear and its just a damage sponge that clips me towards the end of the fight for a one shot lol
has this secret area been removed?
It's just not accessible in online mode until it's fixed
Is it still a known bug that using movement skills during lagon can freeze you in place? I just had this happen, couldnt move or use potions and eventually lost my 94 HC character as a result
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
hey, plying detonating arrow with 2 jelkhor's blast knifes. but the attack range are like 0.1 meters, is there a bug or do i actually have to stand on top of my enemies, the worst is if i attack an enemy and the enemy step back the atack dont go off and i get stucck in middle of 2 frames bc i have to shift on the target and attack again. i understand the skill is broken but its inpossible to play the build in multiplayer.
Yes, you still haven't entered the real end game of grinding empowered monoliths, you first have to finish all quest echoes of all the normal monoliths (you only actually have to do spirits of fire, the last ruin and the age of winter monoliths to unlock empowered)
When you do, you'll start being able to increase your corruption, making enemies tougher but also drop more and better loot.
But don't get me wrong, you won't all of the sudden be getting showered with great drops or anything, but you'll start seeing exalted items that might be useful to you more often, aswell as some uniques that cannot be acquired before empowered monoliths and so on.
Similar questions have been asked in this and other forums. I'm pretty sure the answer is the chance of dropping a 4lp ravenous is effectively 0. It's is extremely, extremely unlikely. Greater than 0, but very close to it.
Not sure what you want to confirm, that is what the shield says.
I think they're asking the distance? Which is kinda pointless. Bastion literally has a visual indicator of its range, does it not?
Yup
so, i'm pretty sure that spark charges stack, but how many charges can you have on an enemy at any given time? is it unlimited or does it have a limit. As in, if i have 100% chance to apply a spark charge; against a single target, is it effectively doubling how many hits i'm pushing out or is there a limit to where if my attack speed gets high enough they stop giving me double the amount of hits because i hit a stack cap.
Check lastepochtools.com for stack max counts
doesn't seem to say sadly. Follow up question if it's okay, if i get over 100% chance to apply spark charges, will it then have a chance to apply 2 at once, like with other ailments?
i just did some testing and it does seem that you can apply two charges in one hit with more than 100% chance, and their damage numbers get pooled into one. was also able to get 4-5 stacks on a dummy at the same time, so i think for my purposes atleast it effectively doubles my hits.
Btw you are looking at the effect, not the ailment there. If you look at the ailment on LEtools the stacks are unlimited. However each only lasts one second so you are inherently limited by how many you can apply within one second
And yes just like most ailments, chance over 100% stacks more than 1 per hit
oh i see, you are correct, not really sure why it's split into a skill and an ailment. Thanks!
Because the ailment triggers the skill.
The rarity of 4LP ravenous void is so high that I can't represent it in a way that we can actually understand as humans.
I'm certainly only a few nodes away from one
I'm pretty sure endurance is the exception to this. It states that it only protects your health.
Does thorn shield hitting enemies count as you hitting it?
if yes
does it matter if the shield is on you or ur pets/allies?
is it still your hit?
The on-end burst is a hit, and it's always from you
the reflected damage is not hitting, however the thorns you release at the end can hit enemies and that will count as you hitting them
not sure if that still applies if thorn shield is cast on a minion
It doesn't care who is attached to
Last time this came up I worked it out to be something along the lines of if 1 RV dropped each second you'd be waiting longer than the current life of the universe for it to be a 4lp RV.
After we got conversion icons on skills back, it seems that Rive is supposed to have a way to be converted to Void, but it doesn't) So is the icon lying to us or what?)
I thought it had a way to add void to it. These aren't conversation icons but rather potential element tags.
Those are done manually so might just be a mistake
It used to have a way to convert to void, lost it after rework while still having void themed nodes, which is very very weird. Was hoping this icon meant that there is just a bug with some passive which is supposed to add void tag. Too bad:(
Do subskills scale only off the tags they display? Or do they inherit from the main skill even if it's not stated? Example. Holy trail from lunge says it only scales off fire, lightning, spell, DoT. Adding strength seemed to increase the damage with my testing,
They inherit the damage bonuses the main skill gets unless they are dependent on the enemy
So it would get "% More Damage"
But not "% More damage against ignited enemies" for example
The same goes for the attribute bonus
All non-attribute stats are given to all skills and are passed along down the line to all sub skills. Only the appropriate stats then are used when damage is calculated.
This means that if you have increased physical damage and your fireball causes something to bleed, it will still get the physical damage increase.
When you use an ability that ability converts your attributes into stats and those are passed along. So if you have an ability with 4% increased damage per strength and you have 100 strength, all sub skills just get 400% increased damage, regardless of if that skill scales with strength or not. We put attribute scaling on sub skill tooltips that match the top level skill which triggers them so that it lets the player know that this bonus is passed on.
Major exception is when skills which can be placed on your bar is triggered. That is recalculated from scratch and doesn't inherit anything.
Major exception to that is when black hole triggers meteor, that is treated as a subskill.
I'm also pretty sure that it's the other way around - that endurance (and endurance threshold) are excellent stats for a "damage taken from mana before health" character. For what worit's worth, I think this is super cool because it makes you reprioritize your entire gearing process.
What is the intent though? Is the intent that Endurance only covers life and has no interaction with "damage from mana before health"?
To me, mana barrier and ward are very caster themed mechanics.
Endurance is a more traditionally tanky themed character to me. Like a big tough melee bruiser would be the typical type to me.
So I think it makes a lot of sense for them to not work together from a normal thematic standpoint.
Ohh I meant like how large is 4 meters when talking about game scaling.
Any plans by chance for more loot filter customization? More minimap icons (like the unique one) and custom drop sounds?
It's pretty big, it has a visual indicator when you have the shield equipped.
In general, yes, to those specific requests, maybe.
I’m going to repost my questions from yesterday, just in case they were missed: Will the constrictor node in serpent strike apply to serpent’s venom? I assume so, since it just says “more damage”.
Relatedly, will hitting an enemy with constrictor-boosted serpent venom again, after consuming constrictor, reset the ailment to a lower damage, non boosted instance?
Hey mike I wanted to know your thoughts on the monolith progression. I believe map variety, mob density and variety were on the list. I really love the echo system and corruption but it feels kinda boring at the beginning. Maybe cause it’s easy? Or progression feels slow? What seems to be the most EFFICIENT way is to kinda speed run through the echos until you starting hitting empowered and corruption later on. I guess I wish i could do the harder activities right at the beginning or if progression was different. Idk if you’ve felt like that, I know a lot of people personally and myself felt that way. But I still love the system!
I also realize this is early access and keep forgetting about that lol.
I want to buy the game but im worried because there will be micro transactions, It will be an only cosmetic thing or it can get gradually worse over time with thing afecting gameplay?
cosmetics only
any ideas if they will have earnable cosmetics or a transmog feature in the future?
The devs have repeatedly said that there won't be any pay to win or pay for convenience or anything and that all microtransactions will be purely cosmetic.
Hello mike,
Are you going to diversify the effect of holy aura of the paladin or do you plan to add other auras to it?
Holy aura is quite nice but being able to change aura depending on the situation as was the case with paladin in diablo 2 was excellent. From an offensive aura to a defensive aura for example.
Yes to all
Is there ever any plans to make Death Seal a toggle vs an activated ability that only lasts for a few seconds? I feel like it would feel way better as something you can toggle on and off, with the Wave being activated on toggle off without nodes, rather then an ability that only lasts a little bit and you have to constantly reactivate. I don't mind it still having a CD on toggle off before you can toggle it on again, I just think it's odd I have to constantly press that button when I just want it to stay on lol.
you want permanent death seal??
Yeah lol. Probably with some tuning towards numbers and such, but yes.
No but you can leave a #suggestions-and-like-to-see if you'd like.
1.0 will not include a second aura skill.
It's possible but we don't have any specifics on the matter yet.
The monolith needs unexpected events. Things that happen which surprise and cause you to change your plans on the fly. The most basic example of this sort of thing is a treasure goblin. It shows up and implies a quest: kill before it escapes for big loot, go. Then it runs off in a random direction. Regardless of what you were doing, you're probably going to start following it.
loot goblins are pog, would be nice to have something kinda like machine events in deep rock galactic too imo, like a random side objective to the echo that will give you some special reward if you do it. (sorry for the ping i forgot to turn it off i think)
hey mike I'm sure you're aware, but why are shift abilites acting in odd ways? I'm literally shitfing towards a bosses attacks and it gets me killed.
Are you on a controller?
yes
Shift invulnerability timing is unreliable playing online, I don't recommend relying on it to phase through one shot abilities. Use lethal mirage, or just move out of the way, instead
Then it's auto locking onto the boss probably
Hi guys. Any idea when the bug that prevents you from getting to the dungeon boss is going to be fixed?
And the bug where shattered things don't actually shatter, but you still lose the rune?
Sorry, I don't have any information on the status of bugs.
Oh sorry. I didn't read the entire channel name. My bad. lol
It's a little long
can i get some help on how exactly "effigies" from the necromancer skill tree works? like.. lets say i am at low life with 100HP, a mob hits me for 500, can effigie trigger and negate that damage killing me if the heal is enough?
It works to save your life in that situation.
oh thats pretty neat then, thx!
Will there be a way in future to skip campaign once you have done it on 1 character?
We don't have plans for a fun campaign skip, however, we do have a system for customizing your leveling experience of follow up characters that we are expanding. Each dungeon is a campaign skip, so if you have a key from your main, a second character can use it to jump ahead quite a lot.
If you are online you can also just portal to someone in the monolith and have them carry you until you're leveled up.
its not playable on deck yet, its unsupported, at least without messing with the software and i have 0 knowledge on linux so 😦
It is playable on my end of the SD. There's not a lot you have to do to make it work, It's just a tad slower to maneuver menus and such
I have seen dozens of people say they are using it on steamdeck just fine.
If you want to have a conversation about this with each other, please use a different channel. (Just saw you both typing still)
so a maelstrom node gives 20% chance to chill each second. now if you have several maelstroms active on you, is it each one giving you a 20% chance to chill, or is it just a flat 20 and doesn't matter how many maelstroms are active?
Ohh mike do you planning on changing how shift or movement abilities feel on controller? Cause it’s auto locking which can be frustrating.
I wish I recorded this.. cause I would like to dash in the direction I’m looking at
This node is bugged. It gives each maelstrom stack that % chance to apply chill on its first tick against an enemy, rather than each second.
Just bought this game yesterday and I bind my left click to use Flurry skill and now every time i interact to accept quest with npc using left click my char use flurry. Is this a know bug?
ok thanks, good to know not to take it lol
i live in sea, but the server always choose me on eu west,, how to change that?
We don't currently have a method by which you can select your own server region yet. It is something we are actively working on and do plan to include it.
is fixed by using VPN lol
would the poison pools created by the "deeper puddle" node on the summon scorpion tree benefit from the bonuses given by the "miasma" node?
Are local chances to ailment (+x% chance to ignite with fire skills) additive with global chance to ailments?
yes
chances to inflict ailment are always additive
anyone feel like piles of gold is useless?
Hey Mike is there any chance to add the tooltip for what items are available in nodes when selecting monoliths instead of having to travel to the monolith, select it, and then see what item that monolith specializes in?
yes, a much better chance if you make a #suggestions-and-like-to-see though.
Just did. Thanks Mike!
any release date implemented for falconer? throwing shit is so much fun 😄
1.0
Hey, Is there any chance of having a class or mastery using firearms like the demolitionist in grim dawn? I think the lore does not lend itself to it but who knows
take your time 🙂 every class has been so enjoyable to play, my boss is ungrateful i discovered this game
It is possible that we might expand the universe to include firearms at some point. I wouldn't expect them any time in the next few years though as we have plenty of other weapon types to explore first.
Hey folks
I know monster endurance from echo mods stacks, but does it cap at 60% (same as player) or at some other value?
Did they just never bother miniaturizing cannons due to the existence of magic? They seem to have been invented sometime in the Divine Era and are still in use during the Imperial Era over 1000 years later
I’d imagine guns could just be bow skins
yes, 60%
Thank you 🙂
"Necessity is the mother of invention"
the fact that magic exists at all removes so many necessities and I think naturally slows progress. Like if you could conjure a flame at the tip of your finger, you'd probably never be incentivized to invent a lighter.
I could be super wrong on this one but I think cannons were invented hundreds of years before any sort of small arms where. Assuming I'm not a crazy person (stretch, I know) then it makes an awful lot of sense that nobody has made a gun yet, let alone popularize it.
also, you know, evil empires plunging the world into darkness and all that fun stuff.
Yeah, guns came later on and still lacked compared to other weapons developed earlier like the simpler bow and arrow for range, accessibility, and just general easier ability to ready the next shot from what I recall. If you can fire lightning from your fingers then the gun seems a little small fry compared to something that can help enchance it
The Chinese used rockets and mortars alongside bows and crossbows.
Bazooka mage when? Haha
let's not get into a big conversation about this on earth please
if you'd like to discuss that, please use another channel
sorry, just want to be able to keep this open without having to filter stuff out
I think the "necessity" reasoning could be flipped on its head if you guys ever decide to add guns; it seems like magic is not super easy to use, and tools that can counter magic-users could be very needed for some. Anyway, I'll cut it there before I get way too discussion-y. Thanks for indulging my random lore question!
I will derail the conversation with a mechanics question! Storm Totem has a conversion node for shock chance into chill chance. They also have a node that gives additional lightning spell dmg based on YOUR shock chance. Does that also get converted to chill chance? Or since it's based on your character and not the skill tree is it still shock chance?
The lightning spell damage node per shock chance is unaffected by the conversion node. Generally, unless something specifically says that it is affected by a conversion node, it isn't.
not sure if this is a bug or intended, but the most recent haste proc is overwriting longer instances of haste
Not a bug, it just always overrides the existing one.
just out of curiousity, at what stage in development or, when should we expect to see some improvements/polish on multiplayer aspects compared to single player or other aspects of gameplay that aren't specifically multiplayer related?
i think the multiplayer in this game is coming along very well but would love to see more love given specifically to multiplayer aspects of gameplay and fluidity
Hello, my character that i only played on, disappeared. Can i bring him back?
It's lvl 93 and all gear is on him:c
For any BD devs, does shadow master apply more damage to shadow dagger's applies from shadow's skills?
When a shadow uses a skill and that skill applies shadow dagger, does it get increased by shadow master and similar nodes in passives?
Shadow Daggers do not get any bonuses from "used by shadows" things because it never technically comes from the shadows, even if they are applying the ailment that procs it
This is what other players have been wondering and telling me a bit but I'd like a dev to clarify officially if possible. I noticed dmg increases on shadow daggers when swapping 2 full passive nodes of it in and out on dummy/echo tests
I'm just relaying the answer we've seen in the past: #👨┃ask-the-devs-not-support-no-bugs message
Ah got it, didnt scroll x.x
Hi Mike, any estimate on .9.1 timeline? Understood if not, just wondering if its 'pretty far out' or 'pretty close' etc
I would try #support
Thank you, already reported)
If it was an offline character, then it is saved locally and we can't recover it. If you have experienced recent data loss with a multiplayer character, we are interested in the situation in which it occurred, please leave a bug report on the forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
If it saved locally, can i recover it?
who deals with recruitment at EHG ?
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Sorry, you'll have to wait for the announcement. Last one was early March though so it's probably not too crazy far out at this point.
Depends why it was lost. If you are on a new computer for example, it's on your old one still.
No, char disappecared after computer restart (electricity went off for a sec)
We have a production lead who deals with it in general and then department leads who run each candidate's process.
without being cheeky , would it be possible to talk to the art lead ?
Does fire damage increase ignite damage and also does minion procs of ignite also get increased by my fire damage?
Yes, ignite deals fire damage, so it scales with increases to that. Your minions never scale with your stats unless specifically stated otherwise
Submit a support ticket asking to talk to them with details of what you'd like to talk to them about.
nice one thank you
that being said , what should i put it under
i just want to ask some questions as im a games artist and want to work on LE
ok i put it in feedback 😄
0.9 is still the first multiplayer patch so we are working very hard to improve multiplayer systems both from a technical and gameplay standpoint.
At the same time, we are working on new content for all players. We are polishing and expanding on all the stuff that makes LE great as we will be releasing regular patches in the build up to launch.
Where are the current US servers hosted from?
There are several locations, I'm not sure the exact cities but it is split up into 3 regions.
will the poison penetration from the "rattlesnake rattlesnake" node be affected by aspect of the viper effect increases?
Hey mike, this might be a bit too deep but i would really appriciate some help with it. So as seen in the video, mana strike seems to give mana in two bursts, one right as it hits and anathor a short time after, this delay has been in the game since i started playing way before 0.9 and i always assumed that the entire mana gain was delayed, but now i've noticed only a part of it is. The mana strike i use in the clip is specced the same as in the passive tree. From what we can see in the video the initial mana gain we get when mana strike hits is around 12 mana, the only thing that would make sense for this would be the "Mana drain" passive node that gives the original skill "Mana strike" "Mana gained: 80%" since 15*0.8 = 12. That being said, the second burst we see seems to give us around 44 mana (61-17 = 44), but when we add together all the nodes plus the original mana strike we should get:
9 (Arcanist's blade) + 15 (Mana strike) + 15 (Critical mana) = 39
So i guess i have two questions, the first one being how come Mana drain's mana is given instantly while the rest is delayed, and why the math doesn't really add up, not that i'm complaining about extra mana of course, have i missunderstood one of the nodes?
and as far as i know i shouldn't have any other source of mana gain in my passives or anywhere else for that matter.
nodes / skills that give or increase mana gained
Will we have to wait until after 1.0 to buy cosmetics? It looks like there are effects to change the appearance of skills too, that would be awesome
Any hopium for us Shaman players? Any ETA on fixes/changes to make it a full class? 👀
Mana Drain affects the base effect only.
Arcanist's Blade modifies the base effect only.
These work together.
Mana gained on boss hit, crit or kill from the tree are a separate effect and have nothing to do with the base mana return effect.
Sorry, I don't have any info I can share about any upcoming changes to Shaman.
Initial version should be released next patch.
Protondb lists Last Epoch as native on Linux, but steam has Last Epoch stated as unsupported for steam deck. Is there any official dev statement of the games functionality on steam deck? I'd like to pick up the game again after a long time, but I pretty much just play on my deck these days.
While you are under the effects of Aspect of the Viper, all poison damage that you deal has 40% poison penetration. You can think of this as though you were wearing a ring that had the stat 40% poison penetration.
We don't officially support Steam Deck as a platform because we don't have the resources to dedicate to it properly. Given that we do have a Linux client and controller support already, many players have been able to play decently well on Steam Deck. From what I hear, running it with Proton is better.
I hope that we are able to officially support it in the future.
Okay, thanks for the clarification. I'll try it out and see
Not sure if this is the right place for this question, but I was hoping to find out where in the crit chance calculation the bonus from Shield Bash -> Kindling lands. More specifically, how does it interact with Increased Critical Strike Chance and Judgement -> Fervent Impact?
Can you post the nodes? (edit: it probably follows the usual calculation, (5% + flat) x (1 + increased))
Shield Bash -> Kindling: on using Shield Bash, Next Attack Crit Chance +5/10/15/20%
Judgement -> Fervent Impact: Judgement has 25/50/75/100% more crit chance against ignited enemies (multiplicative)
'More' multipliers are applied after everything else, so the flat from Kindling is added to the base 5% crit chance, then your increased crit chance is applied, then the more multiplier from Fervent Impact
Awesome, that's what I was hoping it was. TY!
is "damage stat" literally +damage and +%damage?
or does it include things like crit, attack speed, etc
Each stat has a property, it's the name of that stat, Damage is one of the most commonly used stats in the game. It is not a classification of stats. It does not refer to all stats which could increase your damage in some way. It refers to the stat Damage.
kind of makes putting any more than one point in the haste node in lethal mirage pretty pointless (pun intended) if you have any other source of haste
How do our defensive layers work? Do resists calculate first? For example.. if I take 100 poison dmg... Is it 100 - (1* poison res) THEN whatever's left is reduced by armor? Or does armor go first
Well, other than poison damage never applying a hit as it is always a dot and armor only affecting hits so armor will never reduce poison damage, it doesn't matter.
100 reduced by 10% and then 20%
is the same as
100 reduced by 20% and then 10%
Oh right, wrong damage type. That makes sense. Thanks
Is twisted heart of uhkeiros not working as intended or disabled for some skills? Wraiths have both spell and fire tag, but don't get any extra levels from it.
I'm sorry I don't have any information on the status of potential bugs here.
It works for all necrotic and elemental spells.
If you think you might have encountered a bug, please report it on the forums.
There was a visual display bug regarding +skill levels on items that I'm not sure if it has been fixed or not which caused the number of available points to not go up but you could still assign an additional skill point.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Definitely not just a visual bug, will report.
Summon wraith only has minion and int tags. Isnt going to proc with twisted, since the fire and spell tags are under the minion section, not the skill itself
I can't read
Trying to figure out if this is intended or a bug....
I thought the base critical strike chance of every skill in the game was 5%. Both Tunklab and LETools list the base crit of Shadow Cascade at 10%. This is a HUGE piece of information if it's true -- and it's not listed anywhere in game. No Alt-Text on Shadow Cascade or anything.
Is it intended that this is hidden information that is only found on 3rd party tools? Or is it an oversight that Shadow Cascade is the one exception in the game to the 5% Base Crit?
https://lastepoch.tunklab.com/ability/ShadowCascade
I'm pretty sure that's a bug but I can confirm that it is true.
It's definitely not intended to be only available information from data mining.
I think it's actually really cool that it has that though. I think it should stay.
flat crit and how it interacts with %increased crit is cool indeed!
There's actually a number of skills that have base crit chance that differs from standard 5%. In LE Tools skills section you can just type "Critical chance: [number]" in search bar and iterate through numbers to see that there are skills with 2% and 6% crit chance. After the latest 2 major patches there are less such exceptions though.
Hi does evasion node work when you stutter steps as a marksman, would you gain the "25% less dmg take while moving " buff?
Hey mike, I’m really stoked about your cosmetics and was wondering if you’re gonna do it like how path of exile did or very similar. I know people will buy crazy cosmetics in a heartbeat after seeing poe’s cosmetics. I just hope we get crazy effects, similar to poe. People will spend $100 of dollars on cosmetic packs
yes but you only have it while you are actually moving, when you stop, it drops off briefly.
We have a wide range of cosmetics planned. Some will be understated while others will be pretty flashy. We are making things that we think are cool and I think people will be able to find something that they really like if they want. The initial offering will be very limited because we put more of our time and effort into making the items you just get in game first. We will continue to expand the library of cosmetic items available as we go.
will cosmetics also have sounds added to them
I'm pretty sure some already do
Will we be able to change genders at some point. Character customization isn’t all that important cause armor is just going to cover all those features anyways lmao. But was wondering if we will be able to switch genders. I’m playing a blade dancer right now and the female is alright, but I supposed I like bulky armor
Not at 1.0
We hope to add character customization to the game at some point. It's just not a high priority feature for us yet as it doesn't directly impact gameplay and would be a very large time investment.
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
I will uninstall for now.
When using the Vortex Pennant Unique Relic, do the Axes that are thrown out count as sub-skills of Warpath, since that's what's triggering them? Do they (or any ailments they apply) inherit any bonuses from the Warpath Skilltree? (especially "Whirling Steel" for More Damage, or "Gorebringer" Bleed chance)
it is a subskill which inherits non-target conditional stats. It deals throwing damage so melee stats have no effect on it.
just in case either of those nodes specify "melee"
Fascinating. so even though it's a sub-skill that isn't in the skill tree of Warpath, and is provided by an item, it still inherits the modifiers from Warpath's tree... Thanks for the info!
Am I correct that these nodes together means no penalty? I still get multi per max chain, but no penalty since I'm not actually chaining, correct? https://prnt.sc/tVka5UUp5ly0 https://prnt.sc/uiWK8xOz9YSE
i am not sure is this set bonus is an hidden stats ? because after equiped the set my cold damage % didnt change but my dps change (not that much) but i cant tell if its from the weapon of from the set bonus... And is the 10 health regen from the set bonus is calculated from the base or from the total health regen after buff ?
how do I counter this attack? it looks like the whole map is covered in the void radius on this echo reset?
There are zones in it that you don't take damage in so once one of the explosions goes off you have to walk to the next zone to not get hit.
If I use this with Lament of the Lost Refuge, which is the spear that converts Volcanic Orb's damage to Void, that means Volcanic Orb is no longer an "elemental skill" right and I shouldn't try to farm these for that?
The stat increased melee cold damage is not represented in the character sheet. It is working.
That's right
Correct
Hi Mike, quick question about entangling roots. What is the damage tick rate? (I am guessing every 0.25 sec since there a node that gives more dmg in that interval). And is the first tick of dmg at 0sec at the same time with the hit? Or delayed?
are primalist drops bugged? barely seeing anything
The latest update, I don't even see exalteds as much anymore.
Some players have said the new loot drop animation means they overlook exalted items accidentally due to the 'drop time', but afaik RNG is RNG, no adjustments made
i have the most basic filters set up, since the update it feels like drop rates were ninja nerfed. I wouldn't ask if I didn't see a significant difference in my gameplay experience.
I'm not "overlooking" anything.
Hi Mike again, I would like to be sure of something. Does the pen from salt of the wound only applies to poison as an ailment?
0.25s
the first tick is at the end of the first interval, at 0.25s
it only converts crit multi to poison penetration for the ailment poison
Thanks Mike
Hi, I did not receive my travelers backpack after migrating to steam. Please assist
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Does the global bleed to ignite conversion on maehlins hubris gloves carry through to minion bleed chance?
This might have been asked and answered but are there any defensive skills planned? specifically kinda passive ones like sigils where you might have to do something to get them up and running but then they have a way to keep them manually or passively up permanently? kinda feels like you've got so much character customization when it comes to offensive options when it comes to skills but not nearly as much defensively.
Is there a location to view a road map?
No roadmap available at the moment, but plenty of road maps at maps.google.com 
@placid plinth Hi Mike, I have a multipart question on skill releveling: 1. What's the justification for having a skill relvling system when you respec skills? 2. Why is it different to respeccing passive points where you can do it for some currency? 3. Why does it only get easier as you increase level rather than at lower levels? 4. Are you concerned at all that the current skill respeccing system is penalising players who enjoy trying out all the various skills & their synergies? TY
hi, there's any reason why there's no affixes for flat necrotic and poison melee damage?
no
We have a few of these in game already, they aren't wildly popular and we are generally a little light on them but we do have more coming.
A reason i can think of is to stop people from respeccing their skills from a clear setup to a single target setup when they wanna boss and then Switch back right after, and as of right now getting your skills back to the level they were before is so fast it's almost negligible anyway imo.
These go deeper but I'll give you some high level versions.
- We are working to maintain a connection to your character. I'll use D2(pre-tokens) and D3 as examples of extremes. In D2 you would have your hammerdin and your smiter and your blizz sorc and your javazon. In D3 you would have your Barb or your DH or Monk etc. We didn't like the lack of connection and specificity in your character's identity in D3. In order to forge some connection with your character, we want decisions to be slightly sticky but not fixed for the most part. We scale the stickyness of the decision based on a few things but part of it is just thematics. For example, switching your gear is really easy because it makes sense that you can just pick up a different sword.
- This flows into the different between skills and passives. We feel that the passives are more signpostings of your overall build and your passives are more general variations on a theme in many cases. You can switch from a Rive Sentinel to a Multistrike Sentinel and probably don't change too many passives. Also having a character based gold sink is good.
- The relative power required to interact with the game goes up as you progress and being left with reduced power because of a skill respec is more punishing later in the game. The difference between a lvl 3 fireball and a lvl 5 fireball while you are in Chapter 2 doesn't make too much of a difference really. I'm not sure how much you've played around with respeccing skills while leveling but it really isn't punishing at all.
- No, not even a little bit. I also disagree with the premise that it is a penalty. Respeccing a skill isn't doing something wrong and we aren't punishing players for doing it.
There is also the whole end game quick switch balancing problem that it fixes but this post is already way too long.
basically just thematics
Got some questions:
Are you planning on going F2P anytime later or even on release?
Is there going to be auction house or just like poe the website for trading...etc?
What about the release date?
Also one more question are you willing to remove the offline mod, and just make the online one just like poe?
We don't plan to change our purchase structure.
We are planning to include an optional trading system in the game which will not use a website to interact with. Details of those plans can be found here: https://forum.lastepoch.com/t/trade-development-update-introducing-merchants-guild-and-circle-of-fortune-factions/51994
We don't have a set release date yet.
We are not going to remove offline mode. We are actually in the process of making offline more offline than it already is.
Hello Travelers, We’ve heard you and we have some exciting news to share with you today. You may recall back in December we released our plans for Item Gifting in Last Epoch. Since that time, we’ve been engaged in an ongoing conversation with the community about Trade. Many players expressed they were excited by our decision to champion finding...
Hope you the best gonna takes time making both offline and implementation of new stuff in online part.
So... rubberbanding... specifically with teleporting or charging? I know it's still in beta and it seems like half the time it works fine; the other half it makes some builds unplayable (necro with mage teleport; druid with charge...) - I'm honestly curious if this is a known thing or something still being worked on (or even known)
Why there is no physical dmg tag but it scales from it?
Because you have added bow physical damage and/or chance to bleed on hit. That extra physical damage still scales with physical modifiers, not lightning.
Oh that dps is bow attack+lightning skill, and bow attack is physical you mean?
i've heard rumours that different classes have increased drop rates for different non class specific item types, like sentinel has an increased drop rate for most melee weapons. Is this true?
@pine chasm thank u
No, it's a lightning bow attack skill. That means its base and untyped damage (like "bow damage" on your bow) is lightning damage. However, any added damage that specifies a type will keep that type - in this case, physical. This is common for rogue because she has several passives that add physical damage to her attacks
So rogue has already base physical added[from passive or +num phys item] to that skill and it scales with phys% of base. This way i can add +10fire and then scale with fire%?
i'm sorry last thing to clarify)
What makes this skill lightning in terms of scaling then, some initial base lightning dmg? And is the way of scaling from lightning/fire/phys the same or lightning scales faster?
It does have a very small amount of base damage, but the majority (or a large portion) of attack damage is expected to come from your weapon. Most weapons have untyped damage for their implicit (+X Bow Damage here), which will match the skill tags.
+X Bow Lightning though = +X Bow & +X Lightning?)
Does the Static orb "Volatile Outburst" Node apply its more damage multiplier to ailments? "ramps up damage with distance"
also is there a hardcap or softcap on penetration? more specifically the ailment penetration
A class will only have increased drop rates for the class specific slots and idols. Chest, helmet, and relic.
is it intentional that when you resummon a skeleton it just seems to randomly pick which to resummon as opposed to prioritizing summoning over low health skeletons?
it summons the type you have least of
I only have archers
priority on the lowest health skele would make more sense/be better imo
If you have an attack that has melee and throwing tags ( shadow daggers), does morningfrost add flat melee damage AND flat throwing damage to the attack? Does it double dip?
I know in 0.8.5 it did and I don't think it was changed in 0.9
Will there ever be a test environment to where we can test different nodes/gear modifications and have it revert to the character state as before we entered the training room? It would be great to see for example if I want an added affix or increased affix before making a permanent decision.
We don't have plans to add a sandbox mode
Hey all, I cannot open the final door in lightless arbor dungeon
This is a known bug that we are working on, it's not fully consistent. See patch notes in #news for the most up to date info on it. (basically nothing)
Thanks, guess I will chalk this up to wasted effort and move on. 😦
I think it would be a really great addition for newcomers and content creators to be able to test new things out. It wouldn't have to be access to everything in the game but only a way to test out what's already available to you. Thank you for your response
Really enjoying this so far. I am wondering though do you intend to include full voice acting before release? I know it's likely a tall order but there is always the option to hit up twitch and youtube to have good talents pitch in for a minimal cost. I think it would greatly enhance the atmosphere of the game.
We are constantly expanding the amount of voice acting in the game. We add what we have each patch and don't wait until every single line is done before releasing other lines.
Awesome. Sorry if this had been asked a lot. I'm a newcomer.
Hi! One question. Can you apply more than one spark charge with one hit? If yes, do you get two explosions?
More than one yes, its treated as an ailment. No, one boom, just more dmg on the boom
that is very interesting. Thank you
hi, can i use a 1h exalted sword combined with unique dagger with legendary potential? or it has to be a dagger aswell the exalted item?
No. Base types must be the same. Dagger for dagger, 1h sword for 1h sword. The ingame guide(g button)goes into good detail about legendary crafting
thank you
@flint bloom i checked it but it doesn't say it has to be the same base into the legendary items crafting just 4 unsealed affix
Has to be the same base
ty
"The legendary item is the same as the unique item" says it pretty clearly.
the legendary not the exalted
Arguing semantics at this point, which is not for this channel
Are the fire wraiths little fireballs spells or attacks? I'm assuming attacks but I didnt see any definitive language at first blush, may have missed it though
fire, spell
25 base damage
1.25 added damage scaling ratio
5% base crit
Thank you, you're the best. Don't ever stop being awesome
I can't seem to assign skills in multiplayer, shield bash and rebuke can't be set.
nevermind it just doesn't work by drag and drop i feel stupid
👍
Mike, can you share a piece of concept art or show me where to find a picture (even in-game) of the completed epoch? For some reason I have no idea what it looks like.
Doesn't "the last epoch" just refer to the fact that it is the end of time, as in there won't be any epochs (epoch is a period of time) after this one? That's what I assumed atleast
The epoch is the crystal that allows you to time travel in the first place. It's what you collect the pieces of in the ruined era.
Somebody didn’t read a single line of quest dialogue in the campaign. lol
Which is perfectly understandable. Not everyone cares about story in their arpgs, I just happen to.
I'd say more but the story is actually quite good and it delves into theoretical physics and time displacement. Well worth reading the dialog on your next playthrough instead of having it spoiled.
it's that thing in the middle of the O
I don't have a full shot of it handy. I'm sure we have one somewhere though
So it looks kind of like a compass? Is it small enough for our characters to carry in our pockets?
not the O itself or the littler spokes, just the purple spikes and the very middle circle
So more like a spear piercing an O? How large would it be?
I'm not actually sure on the exact size myself but it has to be (or be able to be) small enough to carry easily
Okay, that sates my curiosity, thanks.
Is there a way to avoid this issue? I put on an item with plus skills. If I take it off, it doesn’t remove the skill points I just added, but instead it removes random ones on my tree, so I have to look through and figure out what it took, respec them and relevel them.
If you have unspent skill points equal to (or greater than) the points added by the item, then removing the item won't remove any allocated points. You can respec the point(s) you want it to remove and relevel before removing the item to ensure you do have unspent skill points to avoid it removing for you. When you do lose points from a node, then the next time you open that skill tree, the node(s) that had points de-allocated will briefly (and somewhat subtly) flash red to help you find them.
its meant to work that way, it targets high value nodes to take off first. youre not meant to be able to just add and remove the same skill points at will.
What’s the reason for it not just removing the most recent skill points though? Like, I put on Logi’s amulet. Add 2 skill on each fire minion tree. I then decide I’d rather use my other amulet, so I take it off, but it keeps some of skills I added but pulls out some that have been on my tree the whole time. It’s meant to work that way?
I say skills but I mean nodes on that skill*
If it removed the most recent points then you can use items like this as mini-instant respecs and it creates a situation where we have to make very careful adjustments to not let certain nodes be close enough to other nodes in a very weird, unintuitive and restricting manner.
This is the only way we were able to solve that problem smoothly.
If it makes you feel any better, it's not random and is deterministic.
When respecing 18-20 only takes like 2 or 3 monos, would it be a big deal for people to exploit that if it meant a more intuitive system for trying out different items that may have +skills without having those extra steps? It’s a small issue either way, and I can be back at max level in the time it took me type all this out, was mainly just curious about the reasoning so thank you for the reply!
The problem shows up when you have build guides that include "node swap items". Having phantom items being necessary for min-maxing a build is something we want to avoid. We think that the gameplay pattern of switching gear in and out in order to do a mini-respec right before/after a boss fight is tedious at best.
Ah fair enough, I guess I wasn’t thinking about it in that way, makes sense
is it true that higher tiers of temporal sanctum have a higher chance to smash exalted affixes into an item versus t1-5 affixes?
No, does anything say that it does in game?
nope, a couple have insinuated that and i didnt think it sounded right. just wanted it from the proverbial horse's mouth 🙂
I'm pretty sure the game guide actually says that the chance is equal
not outright saying 'all TS are equal' but it clearly says the chance cannot be influened
fair point
Awww man, I was playing Shield Throw against the Lagon boss, and it was taking FOREVER. Around minute 20 the power flickered and killed the attempt.
Can this guy get a hitbox closer to the arena so the shield can bounce to something?... Also was enjoying the massive pile of health potions he dropped from Shield Bash, way up by his body.
#368968647114227723 or #suggestions-and-like-to-see @silver fjord
Thanks, I'll put it there
is it intended to not get aspect of the boar when you hit your own totems with upheval? Upheval clearly states 'hit your totems' and aspect of the boar just says 'on hit' and not 'on enemy hit'
Yes
ok thanks. should add in description 'on enemy hit'
Will you let us know what's coming to 0.9.1 during tonight's stream?
will you guys still make use of the community testers or is the online version of the game practically the beta testing now?
I assume you guys will atleast make dungeons functional before another major content release? You know a fundamental game mechanic to the game? Or nah just sell more copies and say screw i, don’t get me wrong I’m excited for new content. But the current content isn’t even playable so this just feels bad
I'll see what I'm aloud to say but I don't think I'll be able to spoil too much. I've hinted very heavily at/even said the major things a few times I think.
Yes, we will still use the CT program.
There are many teams of people working on the game. An artist making a new loading fireball icon doesn't have any impact on the engineer who is working on that dungeon bug. Sometimes individual bugs are very difficult to completely resolve. The development of other projects moves on as scheduled though. I know it doesn't seem like it given the time it's taking to fix some of these issues but we put heavily focus our resources on the core gameplay functionality and the bugs associated with it. We will continue to work on the dungeon bug.
will we get the factions tho?
What are the biggest things you would like to add to the game that just aren't feasible at this time?
Very stupid question :
Beta **Patch 0.9.1, Rising Flames, arrives May 25th. **
Does Beta stands here because it's still 0.X.X version, or is it because May 25th we only get to have event to discover what's coming as we had previously with all the multiplayer event before it reaches live ?
I'm also puzzled : why is "Beta" not in bold like the rest of the message ? No need to answer this 😉 ...
Not in 0.9.1
Fully procedurally generated dungeons.
It's just because the number is less than 1.0
Thanks for clarifying
May 25th is the next content patch release date.
Are you allowed to tell us whether it is more focused on multiplayer, campaign, dungeon or monoliths?
campaign / multiplayer
MTX for 0.9.1?
sure hope so
Where would be the appropriate place to report bafflingly stupid calls by your wonderful mandatory in-game chat filter that is definitely necessary and not at all redundant with the opt-out filter?
You can report these to our Support team here : https://support.lastepoch.com/hc/en-us/requests/new 
If I may point something out here, this is not a great system. Having an in-game chat filter that removes your entire message based on entirely arbitrary rules that sometimes requires several minutes to suss out, and then having the remedy be a report form on your website? That's a very "not ready for primetime" kind of feature. I know you, Averielle, are not responsible for this, and I'm not blaming you for it. I'm not sure who makes these kinds of decisions, but it's probably not a great idea to have it work this way going into 1.0.
Sounds like it's a good thing we are still in 0.9.x then eh?
would this be the right place to ask a game mechanics question?
If you want to ask a dev specifically then yes. 🙂
Hey 👋 What headset is Mike using on his streams ? Seems pretty decent i wanna buy it 😄
I know this is specifically not support, but what do you do if support havent responded to you for 6 weeks
The only real thing is, contact them again
but i already updated my support thing, 3 weeks ago
so kinda at a loss lol
Hey mike, wanted to know if you were gonna change how movement abilities feel on controller? Right now, shift feels really horrible cause it’s going in directions that it’s targeting, no where you’re necessarily looking. Didn’t know if y’all were gonna do a full controller support like if this was a console game.
Logitech G635. It's decent but it's a pretty big departure from its predecessors in the same line. This is my 5th headset in this line and it will probably be my last because I have a very weird preference for the audio controls to be on the side instead of the back. They moved them to the back for this version sadly. Overall it's great though.
yes
that's long enough, just try again with a fresh one
Maybe, I don't have info on the matter. We will be completing the controller support.
It’s just shift acts really inconsistent on controller so that’s why I ask. You’ll try to shift away, but you just end up shifting into a bosses attack
I understand the feedback.
Maybe, I don't have info on the matter.
Pls i want to play projectiles 
Any news on if +bow damage will appear on other gear vs bow and quiver? I can stack +throwing damage everywhere
Yes, it won't. Flat Throwing damage doesn't appear on weapon implicits or prefixes like Flat Bow damage does.
I spend at least 5 hours a day tilted from it. Im on a crusade to get control of my character again.

Its a pretty big deal for alot of veterans.
I am acutely aware of how much this bothers you and many other players.
For a non-Englishman.
Probably been asked before and somewhere else that I've missed, what's the news on the other class specialisations? i.e. when they might be released or why they haven't been released yet?
coming with 1.0
Ah ok, was really hoping we'd get to test them out before then
Any reason given as to why they are only going to be released then? I feel like they should be able to do it before then, they've done reworks and upgrades to classes and such, so why the delay on these?
(Short of holding them back to give EA players something new to play at release...)
Probably because it takes a lot of work & it was all hands to the pumps on MP for a long time
It comes down to availability of the people who need to do it. Getting multiplayer up and running completely monopolized people that are required for us to complete the missing masteries.
Yeah fair, I really appreciated that and I'm not upset by any means, you guys do amazing work and have the best ARPG out nowadays haha
Ever since my thread on the crafting mechanics and the changes you guys made, I've been avidly following along with the changes and I'm just continually amazed lol
Honestly, multi-player was worth it.
Completely agree
Item linking .9.1?! 🙂
Patch details will be coming in a future announcement.
Any chance we'll get any previews or teasers of the missing masteries in the near future? Or are you still in multiplayer monopoly time?
I'm relatively new at this so this is my first proper go-around as a sorcerer. I decided to try a CC DoT build if I could so spec'd "rune of winter" and "arcane wind" using Lightning Blast as my 0 cost dmg source. I'm finding that sometimes I hit an enemy several times but only one stack of chill is applied in total. Other times more than one stack in total. Why is this?
I would ask in the mage channel for this kind of in depth back and forth
We don't want to start teasing them too early, you might start to see some stuff in a few months.
Once the factions get implemented will gold be shared between MG and CoF characters or they will have separate pools?
Shared (on stash lines, like it is now)
I could always use help complaining about locust swarm's defunct cold conversion 
On this, is it in the works to at least have one of the affixes be adaptive bow damage on bows and quivers? Would make niche and meme builds a lot more fun to craft.
I'll put it in suggestions if not 😉
I just found out that I cant add +x disintegrate (or any other spell) to non mage-specific relics. Is this intended? I can only add +level to mage relics
yes, this is intended
crap, but thanks!
Hello Dev. I have a bugged that killed another player in my party.
KiefScoop, a lv 96 char was killed when zoning to me.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
Warlock for 9.1? 🙂
Missing classes are coming 1.0
great, another patch we thought we were getting them
No one thought that lol
They've been quite open with the three masteries coming in 1.0
earlyer this month i notice the value of 3 stacks of chill, and how great it is, for me ( bladedancer ) is kinda sad because the only way to get chill chance is on weapon suffix ( shadow cascade crit build ),and ignite, shock, shred armour, frailty different from chill i can get on at least other piece of gear like amulet, gloves, relic is this intended or did go unnoticed?
Probably intended. Btw, you can also have chill for your sealed affix (if using a rare/exalt weapon) or on some uniques/sets if you don't have sources in your class passives/skills
the point is only having on one piece of gear ( weapon ) is intended since other ailments have another ways to get
Pretty much all weapons and quivers have the same suffix for ailments, as well as the blessings for ailments as well. All classes have pretty decent access to all of the ailments. Certain ailments(and damage types) are thematically harder for some classes to get from passive/skill trees, and that is intended.
Does abyssal echoes apply abyssal decay before or after removing bleed stacks? than you!
Hey, are you guys going to change the respawn for chests up or have you limited the loot pool in some way on them? It seems like that will make it a little easy to cheese the game if you get a chest right next to a zone transition.
It's not exactly a bug and I don't think anyone outside of the dev team can answer this one unless someone in general pops up who's spent thousand of hours looting the same chest.
Not according to all the forecast pictures they've posted about pre 1.0, aka early access. for example
does torn totem projectile speed determine its range?
there's one node that increases projectile speed, but another one increases projectile speed+ range. but you never know.
might just be a wording issue
They've said it openly in news updates and in patch notes and in answering questions that they do not have a roadmap atm and that 1.0 is the official release for the three masteries
They stopped using this a LONG time ago
So I'm extremely sensitive to motion sickness in games but up until today I haven't had an issue with Last Epoch. My question is, was there something in the recent patch that could have changed to be causing me this motion sickness all of a sudden?
I'm genuinely curious, not looking for any tech support here or anything like that.
im just making sure here, if i smash a class specific relic into a unique but that class specific relic doesnt have any class specific mods, will it still make the legendary specific to that class?
Is there some kind of screen shake?
There in fact is, however you can turn it off
No, I have had all of that turned off. Nothing was changed in my settings which is why I thought maybe something in the patch could have changed things behind the scenes slightly.
No, it just gets requirements based on what is applied, plus the faction reqs (once those exist)
if you have 'shield barrage' on the shield throw tree, does increased projectile speed cause any increase in dps? or not really?
Not unless you have some effect that makes projectile speed increase your dps
ok thanks
i played online HC right after the .90 release but it wasn't viable for me at the time because town portal wasn't safe with it respawning the zone. I saw a post from a dev from like a year ago that the plan is to remove that. Is that still the plan?
Yes
@placid plinth ty
can multiple fissures from smite damage the same enemy? ie. 2 fissures deal double the damage to one enemy of one fissure?
was a winner already announced for the giveaway?
Trying to figure out the drop rate on Apathys Maw. I see people getting it left and right. I've farmed over 40 with corruption 100+. With just the ring and boots dropping. What else do i need to do. I shouldn't be having this hard of a time.
As long as you are over level 65 it will drop above 50 corr. Chances are better the farther out from the center you are and chances seem to be better on corr increasing orobyss over corruption decreasing (but that may just be because those are the farther out ones)
Ive gone so far that it just all the surrounding areas are shade fights. I must be doing something right. I've got harder drops just by mapping. Getting frustrated with game to point i may just leave it behind.
Not the place for this, but sometimes the drops just don't work out. 40 kills is a very small sample size for a relatively uncommon drop.
I need a bit of clarification on the difference between increased crit chance (%), increased spell crit chance (%) and melee crit chance.
Is spell crit supposed to affect melee crit?
Not generally no. I can't think of a hit that is a spell and a melee attack simultaneously
But global % crit chance will increase both melee crit rate and spell crit rate
Correct but i shouldnt have got Rayah Lights, 2 Bastions, a Paranoia and 3 Scurrys before i found a Apathy... dont understand the stupid drop rates in this at all. They make no sense
I've only done 2 chars
Then I am conflicted... Do I report my findings as a possible bug/exploit like a good QA Tester, or do I hide it and enjoy my near 100% crit rate a bit longer...
Decisions...
That's just how a semi random loot driven system works. I've farmed for two weeks for a level 4 amulet with an eff level for LP of 4, with no luck. It's frustrating but it's not incorrect
The LP drops are much harder so i understand than no matter any lvl item... i may just say screw the game and go back to POE. I at least know what to expect with farming cuz this farming system is for the birds. Unacceptable to find "very rare" items before and damn uncommon base
Lol that's your decision. Not true but I understand the frustration
What's not true lol
There isn't any sort of loot smoothing or forced progression. This does mean that it is possible for some extreme examples of some crazy things happening it doesn't happen very often at all.
While you're here typing, Mister Mike, quick question for ya:
Is spell crit chance meant to affect melee crit chance?
All damaging abilities must be tagged as one of melee, spell, bow or throwing. It's a pick 1 situation, so spell Crit can't apply to a melee damage a source and melee crit can't apply to spell damage.
We could do some sort of conversion but that would require some very intentional stuff and we would show it in the description.
No and it doesn't
One of the passives in the Sorcerer Passive Tree does
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
I'm sorry but I think there is just a misunderstanding. This is one of those things that is so fundamental that the options for it to be possible require very intentional steps from us to make work
It's like if you said that you cut down a shrubbery with a herring. Sure it's possible but....
well, I've done the calculations, and it all adds up properly.
I'm currently playing as a Spellblade, and have noticed that the "Calculated Destruction" Passive node in the Sorcerer Passive Tree, which grants 3% increased "spell" critical strike chance per Intelligence, is also affecting my Melee critical strike chance. With a 5% base, +10 from dual weapons and 264% from items & passives, I should only have ~54.6 melee crit chance. But with 68 INT, I'm getting an extra 204% spell crit chance, but it's applying to my melee crit chance, bringing it to ~85.2 melee crit.
The Character Panel also reflects that change
Passive tooltips are written manually, so it's possible that someone just wrote the wrong thing on the tooltip.
That was one of my thoughts as well
I thought you meant all your spell Crit was applying to melee
Either the tooltip is meant to say global crit chance, or renounce the "spell" wording
oh, that could definitely be misinterpreted that way
The node could be right too and the underlying stat might have been entered wrong too
no, it's the passive in particular. Although to be fair, I have 0% spell crit chance
3 questions, 2 entirely dependent on the first:
- are there plans to add cosmetics after 1.0 (I'm assuming there are, but you know what they say about assuming)
If there are: - how many will be earnable in game?
- how many will be MTX based?
There is an Appearance tab in the Inventory Screen, so I imagine that's there for a reason.
Although that might only be for Transmog
We plan to continue to add more cosmetics pre and post 1.0.
The initial offering will be all MTX based.
We do plan to also include earnable cosmetics too. We don't have details on how that will happen yet. It could be things like completing special events, placing high on a ladder or other things too.
“Pre” giggidy
a suggestion:
An in-game achievement board that awards them for getting some achievements
perhaps also have already existing in-game items be transmogable
#suggestions-and-like-to-see @desert island
I'll write up a bug report about the passive node. Regardless of whether the node is applying stats as intended, or whether the tooltip is written in a way that can be misinterpreted, at least the information will be available to consult on.
Hey Mike idk if it's been asked before, is MTX coming with 0.91?
Should be
Were there MTX in prior versions/patches? I only started playing about 8 days ago, so I'm unaware if I somehow missed out.
Supporter packs have minipets in them. Also there is a backpack we gave out to everyone who played before 0.9
Is there gonna be any improvements made to target farming? 200 tier 4 julra runs and ive only gotten a single 2lp stardial and a single 1 lp vessel of strife. at 350 corruption ive never gotten a 3 lp item in 400 monos. I know its luck based but i feel like im missing something
Hello, I would like to know if is there the posibility to make a minion build based on reflected damage on minions, and if it's posible:
1- Can reflect damage critically hit ?
2- Is reflected damage leachable ?
3- Does the affix: "+XX% to reflected damage" (i supose global) increase minion damage reflected as well ?
4- Does +XX% minion physical damage / +XX% minion damage affects minion reflected damage ?
5- Does skill hits recieved by minions trigger a reflected damage to enemy caster?
6- If 5 does, how does DoT count? (1 tic of reflected damage per second suffering DoT?)
Points 1 & 2 are also questions as per think of the viability of going Full Tank with damage based on Reflected Damage
Thanks in advance for answering
That is almost actually unbelievably bad luck. You'll be interested in the item factions post on the forums.
- No
- No
- No
- No
- If your minions have a reflect mod somehow, yes.
- No.
!trade
thanks 😄
Why am I perma "loading echo" screen when I try to enter an echo?
Is there a possibility that in the future set items will drop with legendary potentials?
I'm not sure, it sounds like you've encountered a bug.
!bug
To make sure a bug gets fixed, please post about it here: https://forum.lastepoch.com/c/bug-reports.
There is always a possibility. We have considered doing that many times and we have no intention of doing that whatsoever.
Hi, quick question :
If MTX are coming in next patch, is there a chance that there will be twitch drops too ?
No twitch drops next patch
What affixes can i use to increase consecrated grounds/aura damage? It says that it does fire damage over time that scales with spell damage. So only spell damage? Or fire/spell fire/fire over time/elemental over time dmg affixes too?
The second way; it scales with everything applicable (spell, DOT, fire, etc.)
thanks!
Do we have any stats from multiplayer in terms of classes? Example being how many people have made characters for each class over level 90
Is there some kind of injoke or private reference going on with the little chibi black dragon that hangs out in the end of time?
did you guys already know about some bugs in multiplayer? with not being able to attack or showing up naked etc?
Search forums for known bugs
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
With Summon Spriggan, Aura of Kinship does the allies part include totems? your Spriggan's Healing Aura now also grants allies additional spell power
Nope
Nope, it's just cool.
Yes, totems are immobile minions and are your allies.
So does that mean there aren't any plans to add end of cycle stats and boards showing how many echos total across all characters at the end of the cycle or mobs killed, bosses killed, gold picked up etc?
Sorta like how Grim Dawn tracks mobs killed at least. Would be neat to see how you performed in cycle other than just your ladder ranking to look back on and improve if you are that type of person.
Not sure on all those things but we do plan to include some interesting statistics eventually.
Got it
I really enjoy the ancient era maps for their general aesthetic. Will the story eventually lead into the ancient era?
Yup
Is any plan to make changes for collecting shards, like after collecting they are going straight to collection, not eq? This will be huge QoL - few my friends asked me about this, they are starting with LE right now and this is a bit frustrating
I've got a more eloquent version of this I can get on Monday when I'm back at my computer but basically we don't plan to change the overall functionality of the system but we are making some adjustments to how shards drop in general that will improve things and then we will look at the new feedback after that change.
On the "Jasper's Searing Pride" Unique Two-Handed Staff, what does the "+1 to Melee Attacks" entail?
I may have answered my own question. When I look at the Item Database, the weapon has "+1 to Level of Melee Skills", but in game it's "+1 to Melee Attacks" instead. Is that intended?
hello. what is the new in 0.9.1? im see the trailer but not understand
It's likely more chapters in the storyline. The current last chapter had the player collecting the last of the 3 Blessings for Heorot's Spear, which leaves us to go to Rahyeh in the Empire to take them out. Hence why there's a lot of fire, Imperial structure/faith, and avian creatures.
As Rahyeh appears to be a phoenix-type creature, which symbolizes rebirth/immortality, which is what the Imperials aim to achieve in the Divine Era.
At least, that's my interpretation of the trailer.
Any thoughts on this. Thanks!!
Chapters 10-11-12 will come after 1.0
I have a multi part question regarding multiplayer.
- Is there multiplayer difficulty scaling based on the amount of players in a party?
- If yes: how does the scaling work?
- If no: are there plans to implement such a system (balancing or scaling system)?
according to the messages anyway, multiple players means the enemies have more health
Alright, not higher density, more rare/stronger enemies with more "affixes", stuff like that. Just health?
afaik, yeah but im not an expert - 99% of my time is solo
Ah k. Curious whether the devs will answer this😊. Thanks though!
Which reminds me: are there plans to create more synergy in skill trees, for groups?
Not a dev but have played in parties, it is in fact just health
Ah cheers.
It was just a teaser trailer to let people know when it's coming. More information about the contents will be coming.
After
Exciting!
for the companion ability Crowstorm, it says it deals 50% more damage per crow, I assumed that this was additive, so with 6 crows it would be 300% more damage, but someone else told me it was exponential, so 1.5x^(#ofcrows) which would be 1139% more damage with 6. Which way is correct?
Also, on the topic, I've read previous responses that say it is cast by the crows and scales with their stats and not the players, but it says it scales with attunement... Do the crows have attunement, or does that get passed down from the player, or is that just included in their % increased minion damage baseline scaling?
Thanks for any insight!!!
It is additive per crow. I'm not 100% on the rest.
hey can i get a community dev in game chat. general chat in game is being toxic.
This is my shocked face 🫤
Are Steam achievements planned at some point?
is there a way to get offline save files for steam deck? want to backup since i have lost 3 characters
Eventually, yes
If you are playing online mode, no. For offline mode, that's just up to how steam deck works - save files are on your device and/or your steam cloud.
You can see the Linux save file location for offline saves on our support site. I'm not sure exactly where it is on steamdeck but I suspect it is the same.
Is there a way to see your resistances besides the character screen? I currently have a void res blessing equipped, and want to swap for flat life, but I can't see how overcapped I am on void res because of the pop up for the blessings
on your character sheet it'll show your total resistance (uncapped) in parentheses, just take that number and subtract however much your blessing is giving you to get how much you'll have after you take it off.
What I mean is the blessing screen pops up and covers the last couple resistances, so you can't see your void or necrotic res at all
ah i see what you're saying, when you're picking the blessing you mean, the only real way to see your resistance while you have the blessing pick screen open is to make the game windowed and stretch the window wide
Hi,
When the mtx will be there, will it be possible to buy a "currency" pack (by which I mean virtual currency to spend in the cash shop) to offer to a friend directly via steam or a code to activate?
Apologies if this has been asked before, but are there any plans to allow modifications to idols? For example, a way to reroll their affixes or a 3 to 1 vendor trade in recipe of some sort.
So we are using Steam items to sell the currency to use in the mtx store. I'm not sure if this is a giftable thing in Steam's ecosystem or not. It won't be giftable in game. I think that it should work because it goes through Steam just like any other DLC.
We are intentionally leaving room to expand the idol system post 1.0.
Hello! Quick question, if your dodge chance fluctuates during the time decoy is up, and you take the decoy talent point called Ambush, does it snapshot your highest dodge? Or when does it calculate since decoy is up for about 2.5 seconds
I'm not sure what ambush does off the top of my head but the stats for decoy are calculated when it is created and do not change unless specifically stated.
Thanks for the reply Mike. Ambush says when the decoy expires, for the next 4 seconds, you have additional crit multi equal to your dodge chance when decoy was active
Wondering about the interaction with Shift skill and the talent Elusive, where you gain dodge chance per point of dex for 1 second after you dodge. What if you throw down the decoy and shifted?
I'm not sure without booting up the editor to check and I'm sorry but I try really hard not to do that on weekends. Given the way these things work, it's almost for sure just checking when you first create it.
Don't need an answer right away please enjoy your weekend! But it'll be great to know at some point.. and really fun if it took the highest dodge number to snapshot!
If a talent modifies a skill to have a CD, does CDR affect that skill now?
Is there a 'death counter'? I know if it doesn't say 'Deathless' than it's => 1, but someone in general asked and it made me curious
Yes.
That stat is recorded it's just not exposed to the player.
Does the Spark Nova from the "Halo Effect" node in the Lightning Blast tree also apply the spark charges from the "Cloud Answer" (30% to apply a spark charge) node?
Yes
Hi devs. Will us offline players be able to purchase microtransactions?
Hi Devs, can we expect API access for the game ? A gameglass can be very useful to have open the skill trees all time and been able to interact with them.
also to have invent always open so you know whats in
I have not spotted it but know it's a semi common question, but is there any intention to wipe characters again when the game is no longer seen as Beta? (Beta 0.9K) as the time of when this question was as for those who search this.
No character wipe is planned but when 1.0 and cycles will come current characters will be in a "permanent" or "standard" realm
Is there a description of what the difference between these 2 realms is?
They weren't listing two different ones, just two names for the same thing. Have you ever played Path of Exile? Standard league is basically what they're referring to
Thanks for information
is it intended for the poison pool left by the "deeper puddle" node on summon primal scorpion to spawn where the poison nova was first cast?
considering it occurs on a 2 second delay
It is intended for it to appear at the most logical location. If you suspect that you might have found a bug, please report it directly on the forums. It doesn't really matter what is intended, if you think it's a bug, please report it.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
sweet, thanks
Any plans/intentions to change Wengari Axe Throwers so that packs of them are not synchronized murder turrets?
Not specifically but not specifically not either, if you'd like to leave a #suggestions-and-like-to-see, we check that channel regularly.
are we going to get Patch Notes for 0.9.1 ?
yes
are there plans to transition to randomly generated maps for monoliths?
We would like to increase the number of random elements that are used in monoliths. 1.0 will launch without procedurally generated echo layouts.
Is immolators belt spell dmg increase bugged? 10 stacks of ignite x 6 spell damage adding 1k dps to a 9k dps skill, but also adding 0 damage to bone curse.
I'm not sure, you can check for others to see if they have found the same thing on our forums. If you think you might have encountered a bug, please report it there.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thank you. :smile:
Hi Mike, just checking something. Is melee stun chance supposed to work with this node in forge strike?
it's generic stun chance only
And while we are talking about stun chance, I was wondering why melee stun chance start higher than regular stun chance but end up with a smaller value?
According to lastepochtools.com
ohhhhh the amount added by affix tiers relative to each other increasing at a different rate
I thought you meant the formula was different for melee vs spell stun chance
I suspect one got changed and the other didn't at some point is all
hey i was wondering is there an eta on the lootfilter implementing to be stationary on the steam acc so i can use it wile playing with gfn. cause with gfn i cant make a clipboard filter and i cant safe it. thx
no eta on adapting the loot filter to work with gfn. It's technically an unsupported platform that just kinda happens to mostly work.
ok but thx for ur fast answer
Is the Shaman rework planned for 0.9.1?
no. "the shaman rework" is also a player constructed concept. There will eventually be 1 new skill and 1 skill getting a rework. Not sure that qualifies as a whole mastery rework.
Is this 1 skill tempest strike or a shaman specific skill
yea, tempest strike
Just posting a follow-up to say I have figured out what is causing the motion sickness, it was just a coincidence that it started right after a patch.
Turns out I can't play with anyone that uses spinning bright pinkish colored abilities. It's almost insta barf city lol. It sucks but at least I know now and I'm still able to play some.
Sounds like it might be Umbral Blades in DoT mode that's causing the issues.
Or anomaly time bubble 🙂
Then that's real disappointing because the passive tree is rather weak. Like, for most primalist builds, a druid or beastmaster ends up being better. Particularly the 2nd half of the tree. The procs are a little weak, I mean an ICD of 3 secs doesn't make it worthwhile investing in.
Minor balance changes like that don't constitute a rework either.
how is comet rush supposed to work? "its cooldown is reset" is a bit ambiguious to me, does it mean teleports cooldown is reset or hastes cooldown is reset? because neither of these things are happening at the moment
i dont quite understand whats being reset?
can you post the node in question? I'm just not quite sure how it's worded exactly
appreciate it
haste's duration
hm, is it a bug that my haste isnt resetting? im triggering it off of focus
from here
If you ever think you might possibly have encountered a bug, regardless of if you have or not, please go directly to put it on the forums.
!bug
Please post bug reports on our forum: https://forum.lastepoch.com/c/bug-reports. Thanks!
If you press the button for teleport, it is supposed to reset the duration of haste on you.
sure, wasnt sure if it was bugged or if i was misunderstanding the skill
appreciate the help
is there a particular reason bows don't have elemental damage over time as a prefix?
It's a affix that is generally more seated in the magical and is more thematically linked to the mage in general. This puts it only on Wand and Staff weapons (and other non-weapons). No other melee/throwing weapons have it either.
Follow up to this with the "rework" being a made up by players. Is EHG happy with the current state of the shamans passive tree, particularly the top half? I believe the perception that a shaman rework would happen is due to players playing shaman and coming to a collective conclusion that the passives offered don't measure up to what the other primalist masteries do and that the shaman passive tree has seen only a miniscule amount if change over the last three years while the gave has evolved around it
I think this might just be a terminology problem. I think that in order for a mastery to be "reworked" it would require at least 3 of the 5 skills to be scrapped and recreated from scratch.
I think Shaman has some fantastic bones but needs a glow up. I think that low damage often gets blown a little out of proportion on the problem scale.
Do you feel the same way about marksman? Cause that's how I feel about it, especially the blown out of proportion. But a glow up is in order
Marksman is in a better spot than shaman overall I think. It is also hard to compare because it has access to about 20 fewer passive nodes and about 6 or 7? fewer skills.
True true
I hope it does get some love sometime soon, as it got hit pretty hard with the crit vuln nerf (necessary) but didn't get anything to help compensate
I don't know, I've been thinking about this and maybe rework is the right term. It's so hard to communicate scope and expectations so I like aiming lower in the language.
i personally take the word "rework" as an overhaul of what already exists, not a complete redo. But conversely, I don't know what word I would use to denote a complete redo
I think when people talk about shaman 'rework' they're mostly talking about the passive tree, and probably Tempest Strike.
Ok in that case, yes, rework
That day you have to lower your IQ for the masses' common vernacular 🙂
Nah, just good to talk the same language.
hello once again, i know this channel is not about bugs but i have a ... kinda bug related question, how are you handling bug abuse in general? and to be specific, there seems to be a bug right now were you can enter dungeons without losing the key, i dont know if this is a known issue but if it is, are people "allowed" to use it until its fixed or would there be consequences like rollbacks or anything?
Given how big last epoch has grown, for the next major update, do you guys keep in mind the current life cycles of Poe and d4 launch as to know when to target the next major patch (as to not lose players busy in those games), or is it more of just ship it when it passes validation?
As a player, that mentality is reasonably positive as it’s mean after month 1 of a league I’m much more likely to play a different arpg instead of having two updates around the same time pulling for attention
We will handle each one on a case by case basis. In 0.9.0 there are no consequences for abusing this bug.
We pay close attention to PoE and D4 launch dates and do adjust our own timelines accordingly. We are very aware of the cyclical nature of PoE's player count graph.
Hello, I was wondering if the DoT from Consecrated Ground Aura effect can be manipulated after the inital hit from Judgement. In the game guide I only found: "There are also damage over time effects that damage all targets within an area, such as Fire Aura, Tornado, Consecrated Ground, and many more." Or is it based of the character stats at the moment Judgement hits? I am wondering if hitting judgement and then activating warpath with Path of Heavens gives + 40 global spell damage to the now active Aura.
That's great to hear! I imagine currently you guys are stuck in a hard place with that mentality, as you got d4 launch next month, and then possibly poe's biggest league of the year in July. So I would presume August is the ideal time to launch an update (also with so many students on holiday) which may interfere with booked holiday your employees may have :/
Here's me hoping we get trading guild soon, as mass trading is the biggest thing I would want in LE.
It is possible for us to create effects which will affect a skill as it exists. It is something that needs to be specifically created for each skill. So, unless a node specifically says that it does, once it has been created, nothing changes it.
We're more looking to strategically time the release of 1.0 and adjust the patches leading up to that to fit our timeline.
Oh I see, so 1.0 is in a reasonable time frame? I know there's much that isn't announced yet, so I won't probe too much, but I hear many jokes about 0.11, 0.12,.. preceding 0.9, so it's positive to hear very much 1.0 is still the mid aim goal.
Either way, for me the version number is very much just a label. Anyway, good luck with your development, as I do look forward to coming back after d4 launch.
All I can really say is that we do have an internal goal for 1.0
No worries. Bar a few performance issues, the game is in a pretty great state, especially for the size of you guys' studio. I'll just look forward to seeing how 0.9.1 is when I get back into the game and seeing what you announce beyond that.
Thank you! 👍🏼
if I get an item while playing with a friend, can I gift this item to this friend with another character than the one who got the item?
Does this mean the target may have changed from what we heard soon-ish after 0.9 launched?
yes
This means that there is no official information on the release date of 1.0 and we have an internal goal for it.
Hi Mike, I was wondering something. You guys seems quite attached to get things coherent and within a theme. How do you reconciliate keeping things coherent and the fact that any kind of hits can apply any kind of ailments? Like lightning applies poison etc...
Sometimes functionality wins. Because most frequently applied ailments don't have a major visual impact, it doesn't have as much of an "in your face" theming impact.
Fair enough, that is a very technically correct answer, thank you 😂
I like to walk a fine line.
I'm sorry, I would really like to be able to share more info.
Who is the voice actor for Zerrick?
Phillip