#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 63 of 1
Agreed, that's not the type of stuff we are working against.
Yeah, this is the type of 'gameplay' I was saying feels more like a bug. Prebuffing to cast a spell is normal behavior for these kinds of games.
This is the version of ward? When everything supports it, it's too hard to go above 500 corruption with my char forge guard.
On the Spellblades Firebrand skill, the Fulmination and Ardent Blessing nodes
Ardent Blessing says it no longer makes Firebrand scale with attack speed, but says it still gain attack speed from the Fulmination node. What does this mean?
Does this mean that the ONLY attack speed modifers it can get are from the Fulmination node?
Will static orb getting Nearfed?
anyone know if they plan on implementing a pet like system to gather gold and shards? bc this is annoying
Not a question, probably not the right place for it (!), but, I just wanted to say that all of the really, really bad fps drops I was experiencing last cycle appear to be completely fixed this cycle, so, whatever you did, thanks very much 🙂
Yes
Not mid cycle no
No plans to do so.
I know this link doesn't directly answer your question but they've answered no to pets that pickup gold lots of times too
What's even funny, as more items I collect (I'm already at 5000 test crafts) the "lucky craft" chance goes towards a 4 / 8 chance while the critical success seems to tend towards 1 / 8. :3
I only upgrade T4 affixes to T5 affixes (1 - 24 FP cost) while having one additional T4 or lower affix on the item to get a target for the crit.
So yes, the lower FP rolls are heavily favoured during the crafting.
[This might very likely go against the vision of the devs]
Are there any plans for a way to reduce the level of existing characters?
I asked this question specifically because it would be nice if next cycle, players that prefer to play in legacy for whatever reason could delevel their existing character to effectively "skip leveling".
I feel with some internal testing and considerations and ehg's good track record of implementing revolutionary QOLs, this can become another solution to a big pain point of (a subset of) players. And will paradoxically increase cycle retention
There are currently no plans for anything like that but if you want you can post a suggestion in the #1210282176680169562
Thank you for the succinct answer
Does dying to the shade of orobyss affect its uniques drop rates if I kill the same shade next try?
No
Greetings, I would like to know if I am allowed to use Autohotkey to create a script that basically presses the E and R keys one after another to use with Teleport -> Meteor. That's all the script does.
Is that allowed or against TOS?
I'm not going to say yes to that. The only information on the topic that we have officially released is that any automations which depends on or react to the state of the game are not ok.
Well, I am not really reacting to anything, I am still pressing a button manually. And the only reason I want to use this in first place is because the game is not registering my keystrokes properly (but script seems to help with that) and it's super annoying. Feel free to take a look:
https://www.reddit.com/r/LastEpoch/comments/1ejuvwy/why_doesnt_the_game_sometimes_register_my/
How do you feel about numlocking a key, if thats ok would you make a setting instead of using numlock?
sorry I have 5 min timeout between messages, can you clarify what you mean by numlocking a key, how would that work?
(If you dont know it auto press the skill you want)
i haven’t done it since diablo 3, but i think the way it worked back then was:
hold down number of the skill you want to use on numpad, turn numlock off, release number.
from the computer’s perspective you’re still holding down that key so it’ll keep using that skill as if you held it down manually.
yep, i've used that trick on a paladin, but having it done on a teleport/traversal skill would be quite chaotic so not really a fix here.
my problem is that when i press E and R in quick succession, often times the R key does nothing, but my build relies on that to regain mana so it becomes ultra annoying, you can check the reddit thread if you want to see more details.
people in that thread told me this is because it's happening mid-animation, but i tested that and i don't think it's the case, the R (meteor) is just getting queued after teleport - https://streamable.com/mx5mcf (pay close attention to the skill bar)
i agree it wouldn't be a good use case for your intentions. i was just saying what it was since you wanted clarification. i know what you mean about skills not being as prompt as you think they should, since i experience the same with Anomaly on my VK. seems like it has something to do with skills that can't be cast mid-other-skill, and said other skill having a long aftercast.
well, let's see if they allow me to use the autohotkey script. tbh i just want to enjoy the build, not looking to cheat or anything, and if there is another fix/workaround i'd be more than happy to use that instead, i just want to enjoy the game that's all.
btw, im not even 100% sure the ahk script actually fixes the issue, it just seemed better, but i only tested for 5 min cause i didn't know if it's allowed
how do we report performance issues? say some enemy projectiles cause severe frame drops, does it help to send a bug report with logs, and how much time do we have between the moment it happens and the bug report for it to stay relevant?
How much corruption is under the same difficulty with T4 Julra (on the rate of increasing enemy's health and damage)?
In game bug report tools is the best way
Yes
When you report you send the logs of the current play session and the previous one
around 300
🤔 In my impression the number is 400 so I want to ask Mike to confirm
I mean there's really no guesswork involved, you can get ~270 - 360% increased health / damage at tier 4. Which would fall at about 290 - 370 corruption worth, but obviously you have echo modifiers so i said about 300 as an approximation
hah?... 🤔 80% increase enemy's damage and health is the max value under 100 corruption so the real value suppose to be lower than corruption so you must can't get the range if 300 corruption you have only
at 460 corruption + the % increase in damage and health actually goes above the corruption amount (460% increased, and at 470 corruption it's 471% increased). You can see corruption scaling in this graph:
https://lastepoch.tunklab.com/scaling
You can also see all the dungeon modifiers and how much % hp and damage they give in this page (this is specifically for t4 temporal sanctum but you can choose whatever dungeon at whatever tier)
https://www.lastepochtools.com/endgame/dungeons/temporal-sanctum/tier4/modifiers
Base on the max modifier in both of floors, the max value will
For damage, 80%+110%+140%=330%.
For health, 80%+100%+140%=320%.
The value close to this set the most is the one under 340 corruption.
Ok so if the build can kill a boss of a timeline under 340 corruption or more under 2 mins then this build is solid 🫡 (thanks for the scaling graph you provided)
To be more accurate, 340-350 corruption.
I'm absolutely certain by now. The critical success is 10%, the "lucky craft" is 50%. We get the following distributions graphs for Forging Potential cost: https://imgur.com/a/6VXY1L1
Didn't calculated all of them by now, but a few already.
It matches with my data I collected as well by upgrading dozens of items.
What happens to the stuff we have on the marketplace during the season when the character transfers to legacy??
Also why don't our characters maintain their Faction lvl -- All my characters are bricked on legacy cause the gear on them is unusable.
Favor go back to the zero, the stash need to be moved manually (all tags you purchased are lost). All gears in legacy stash can be exported only.
Okay - LOL - Serious question - Phantom Grip (The Ring) is primarily designed for Forged Weapons. It provides "Minion Critical Strike Chance" flat for them. So that you can get them to 74-100% critical strike chance.
All well and good. Here's the rub....there's no way to get "Critical Strike Multiplier" on Sentinel....for them....so it's completely and utterly useless. (Outside of Death Rattle, but you need Logi's to get to Crit Cap so that's out of the question).
Why not make the passives in Forgeguard Passive Tree for Critical Strike Chance and Critical Strike Multiplier shared with Minions? Or Ironbound in the Forge Strike Passive Tree also share with Forged Weapons?
Or make Affix Shards for Minion Critical Strike Multiplier work outside of just Primalist? ......
actual depiction of me looking for crit multi for my phantom grips
Don't forget they take all the stats from your equipped weapon(s), which is a huge source of crit multi
I noticed while playing the game that the druid class has the ability to change forms and some of the skills allow you to swap. As an example, I use the Spriggon form and one of the upgrades is when you use the thorn shield skill that it will change you into the wearbear instead of human but it doesn't seem to be working. I have also tried the same from the bear form to see if it will swap to the spriggon form but it doesn't. Has anyone gotten that to work as its intended? trying to figure out if I am doing something wrong.
Do the game ever try to reconnect to the Login server at startup?
I mean at best you use an Odachi for 330% multi but you lose a ton of flat melee damage for it. Or you use two Naal's Tooths and lose a ton of flat for 246% multi. And mind you - you need two 2LP Naal's Tooth's that both slam Melee Flat Crit and Crit Multi. Which is disgustingly rare. You also lose Melee Attack Speed on the weapon as well to get 200% multi. So you really don't get much for the sacrifice.
The point is that there's no outside source of Melee Critical Strike Multiplier for them - though there's plenty of resources "they could" get it from that don't give shared multi.
The node does not make it so you change to werebear when you use thorn shield, it makes it so that the formswap skill (which normally would swap you back to human) instead swaps you into werebear form.
So the recent change to corruption so that it is almost-but-not-quite shared between monoliths I am of two minds on. The min-maxy, "get to the end as quickly as possible" part of me likes it, because it means I only have to progress my corruption once and then my goal of beating each boss at corruption 300 is met, with much less time than before. It reduces grinding without reducing the challenge, etc.
However, it does have to my mind one significant downside - each monolith is now practically indistinguishable. Even before they were quite samey - if you showed me random footage of various echoes, I wouldn't even be able to tell if they were from the same monolith, let alone which one, with the only major difference being the boss at the end and which unique items dropped more often. Now, there isn't even a difficulty difference, as each mono will be pretty much equally as hard so switching from one to another is practically a nil effect. If this is a prelude to having global corruption (as some people have speculated it is for next cycle), this effect will become even more pronounced.
With this in mind: What, if any, plans are there to make each monolith feel more unique, in light of the corruption changes making them indistinguishable in almost every meaningful respect?
Anyone using force move keybind and find it kinda awkard? Sometimes not working at all and not moving. And i don't understand why thi happen
this is a bug they introduced recently and this is not the channel to discuss it
I explain it here #❔┃ask-the-community message
Nothing that's been announced yet. Major monolith changes most likely won't happen until 1.3 since that's when we're getting the "monolith expansion"
Will a sentinel chest armour be able to be worn by a prinalist if there is no sentenal skills on the armour?
you guys really need to fix the interface for Lightless Arbor Dungeon because whenever there are too many items, there are a few items that are out of the screen and I can't even pick it up please fix this
No.
Hi, can this game be played on a mobile smartphone? Via NVIDIA GeForce Now+GamePad? I read some pages about it that it is possible?
I want to log in to the game Last Epoch, but it tells me that the lastepoch portal is here. com is not part of Steam, so my Steam account login will not be shared with this site, so how can I login to Last Epoch?
hey i was looking for a place to send recommendations to add to the game? i tried a support ticket but relize it might not get read cuz its not a bug. was hoping to add global or server based ranking system to the game and would like to know your thoughts on it. i belive it would improve player retintion being able to compete agenst yourself instead of just top 50.
#1210282176680169562 Just for your info, we do have leaderboards for Endless Arena.
I've seen some build guides reference that Storm Crows' basic attack "lightning blast" (I'm pretty sure it's the same as the mage skill, at least that's how it looks on lastepochtools.com) scales with Intelligence, but my understanding is that that would be the Crows' Intelligence, and not the players', so there wouldn't be any benefit for stacking Int/using Cleaver solution, as far as increasing the crow's damage goes.
Could it be confirmed one way or the other if Storm Crows' basic attack benefits from the player's Int stat, and whether it does or not, if that's intentional? Thanks for any clarification.
correct they don't inherit your int
you want to stack either str or att
You have to launch the game via steam for it to work
and it should work with geforce now even on the phone afaik
please post feedback in the #1210281911872786482
So the game will also work on the phone via NVIDIA GeForce Now?
It should yeah? pretty sure geforce now is the same on a phone as it is on a computer
Ok thanks bro
I have a great question right here:
Why "Mana spent gained as <something> (ward, or max mana with Celestial Doom) only works on direct casts?
I know it's not a bug, but rather a design decision. So, why Static Orb sorc dumping 3k mana in 2 seconds and gaining 10k ward is "totally fine"? While at the same time, the prospect of Harbinger of Stars sorc dumping 1k mana in 5 seconds via procs and gaining 3k ward is a big fat "NOPE"?
because you can dump and generate hundreds, maybe even close to a thousand mana per second with procs and sustain it, while with something like static orb you have to cycle between dumping and generating
basically it's got the potential to be super, super strong
If you pick up the shards first, then toggle your item labels on/off, it will reset their position on your screen (usually closer to the actual item location). Repeat as needed as you pick stuff up. I also do "garbage runs" where I grab a full inventory of stuff I know I don't want and dump it off the screen near where you leave. It's an imperfect solution, but it's something.
I was under the impression, that sustaining mana in Last Epoch is a far from a trivial matter in general for the most classes.
Yes, Sorc can dump 3k mana in 2 seconds. But if it takes ~10 seconds of standstill channel to get it back, then why would it matter how you spend it?
I'm not too aware of the other classes mana management mechanics (besides Acolyte, for whom it also sucks balls btw). But I'm pretty sure it's equally bad or worse.
And if it's much-much better, then why not just nerf THAT instead (and bring mana Regen in line for everyone), instead of nerfing the entire global stat for no reason?
No it is on mage that you can do that (mana strike), if you want to provide feedback or a suggestion for a change please make a post in the #1210281911872786482 / #1210282176680169562 so that it can get logged and considered
Hello Dev, question: my Foobar2000 music players slows when playing Last Epoch, it never affect another games at all.
Edit: got LEW 48 error on LE website
This channel is specifically not for support or bugs, you can try opening a ticket with support
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Okay, Mana Strike is a god-awful skill to use on a ranged caster for all kinds of reasons, but that's not the point.
How does having or not having a Mana Strike ivalidates the argument about Static Orb?
(It's not a feedback, but rather I just legit don't understand the reasoning behind that)
How is dumping 3k mana in 3 seconds via direct casts is totally fine, but dumping 1000 in procs in 5 seconds is not?
Because procs consuming mana is an exception rather than the norm, and is kinda separate for a lot of cost related things. (Eg. if a node consumes mana to proc, any mana cost decreases do not work.)
I'm not arguing about the fact that direct casts should be separated from indirect ones. I'm asking specifically about "mana spent gained as ward" (or as max mana, in case of Celestial Doom).
Mana is just mana. Why does it matter how you spend it, if you gonna get a hard time getting it back anyways.
Backend wise, mana spend as cost and mana spend by consumes are separate. (Also, I'm almost sure they do not want to recreate old Lost Knowledge)
That's kind of granted that they are treated differently, and that's why I am asking why is that. Considering that there shouldn't be any major difference from the gameplay perspective.
(Also, Lost Knowledge never worked on indirect casts, at least since the rework a couple of years ago)
is elder gaspar boss bug? he always heal to full hp after using tri beam
Do you perhaps have the modifier on your echoes that enemies heal if not damaged recently?
nah i dont, i went restart the game and it works fine now
Does the serpent venom damage from serpent strike snapshot the high health condition or does it check the hp of enemies constantly?
Daily Reminder #1
are channeled skills working for direct cast nodes in runemaster passives once a second or just once?
(1) Any plans to include a detailed calculation for every skill dmg/stat/minion in-game? or training dummy improvements?
(2) Is it intended that Earthquake's 700% scales only with added melee damage while Aftershock's 200% scales with added damage? Or is it just a wording mismatch and functionally the same? What would be the reasoning behind this?
(3) If I change Earthquake's base damage to Lightning via Storm Rift node, I presume it would not scale spell damage at 700% efficiency? Why? Isn't that a huge detriment for choosing that tree?
(4) Is there a world where changes to base Earthquake damage type would be applied to Aftershock's damage type? Or would that go into op-territory? Considering Primalist is still undertuned.
(5) Any plans on moderating this ask-the-devs channel so only actual devs will answer questions? Seems like everyone like to throw their idea whenever they see unanswered items, while ask-the-community already exists for that purpose.
One channel is one cast
Hey everyone, I'm on vacation at the moment, I'll be doing some catch up a little later but that's why I haven't replied to much for a couple days.
Enjoy your vocation! Playing D4 with necromancer recently to explore how will different companies do under the same class and enjoying this progress 
vacation, not vocation.
though I hope he enjoys both
I find it annoying when the nemesis challenge thing is directly next to an exit... I'm fighting one if the nemesis' and I accidentally go into the next area and lose that challenge...
lmaoooo sorry...
learnt a new word now
Always screwed up these letters, a/e/o
No worry, English is quite different language from Chinese after all
And the word "Vocation" isn't used very often
im giving away all my gold tomorrow before season 5 d4 starts, are there any restrictions on giving gold to someone like the amount for example?
Yeah. You can't just "give away gold"
Don't sweat it, bro. You deserve the rest and we can live without bothering Mike for a few days, lol.
Any consideration in the future to open up electrify to thinks like shield throw or any of the FG skills?
Forge guard isn't very tightly linked to lightning damage. It sits on paladin a bit so you can dip into it a tiny bit but it's a stretch. It's possible that this could open up a bit more but I'm not sure how much really.
I think the only way you could do this right now is to just buy stuff on the Bazaar.
Does anything affect the affix pool selection on drops? For example, does the "exalted caster weapon" prophecy increase the odds of caster affixes? Or does this only affect bases? I'm also curious about Caches, like the Great Wizard's whatever
Do EHG expect to export its influence to China by co-op with a Chinese game publisher company if there's a chance?
👀
I know Mike maybe can't answer it but I guess XD would be like to do this deal because they're running a Diablo-like ARPG on mobile, torchlight.
Just a random question.
(The biggest pity is there's an special phenomenon in China, mobile games are popular than PC and console games though)
Nope
We have just started to look at new platforms. We are most interested in things like steam deck (and other similar options), Xbox and PlayStation. We don't have any details yet on what will be coming but we aren't overly interested in Mobile at the moment.
Checks at time of damage.
Do you have any odd build or a favorite build Mike?
I've been dabbling in 2H bladedancer for years now. That's probably my "pet build".
Isn't the glyph of despair supposed to be 100% chance to seal if used on a T1 affix?
Only on a 4-affix exalted (EHG has never officially released the success rates afaik)
- 1: there's no plans for an exact dps meter and there haven't been any announcements regarding target dummy changes, but if you would like to changes feel free to post a suggestion in the #1210282176680169562 (they've said no to dps meters in the past) #👨┃ask-the-devs-not-support-no-bugs message
- 2: Not sure what you mean, aftershock also has the melee tag and scales pretty much identically with earthquake (it's a sub-skill of earthquake so it inherits all it's stats from it anyway).
- 3: It would still scale at 700% effectiveness with damage appropriate to its new tags
- 4: anything is possible, consider putting a suggestion in the #1210282176680169562
- 5: There's a set precedent that if a community member knows the answer to a question posted here that they're welcome to answer it, especially if they can link to a previous answer from a dev (but that's not a must). Sometimes it goes go a little off the rails though with back and forth discussions. #👨┃ask-the-devs-not-support-no-bugs message
The odds on perry's video seem to have been confirmed #👨┃ask-the-devs-not-support-no-bugs message
Wengari Matriarch from Savage Gate still has a ward threshold - is that OK?
(and papa also)
tbf he's very specifically not confirming them there 
(though yeah, they are probably right)
oh lol yeah you're right i didn't read it properly, parsing search results too fast 😖
hi just joined so i could ask this but is the frozen sleeper node for frost claw only supposed to send out 2 i spirals when maxed out with 6 stacks built up before casting? mainly asking to see if it is intended or if it is a bug so i can go and report this in the proper location
That seems like a pretty clear cut bug
Have you ever considered an option to "download" a copy of a character from online to offline?
Does Sigils of Despair in Sigils of Hope convert the damage or typing of Divine Flare? Does Sigils echoing consume the sigil and cast Divine Flare? I'd test it myself but I don't have the time to level a void knight and I imagine it does not convert Divine Flare in any way given the wording
so i reported the bug i found. will they contact me for picture evidence or do you just hope they see and fix it soon?
If you reported it, it will get log and fix eventually
Thanks for taking time and answering all those!
As follow up, is penetration computed after an attack registers as a hit?
Say, on a non-boss mob, I max-stacked shred resulting to -50% res, is that effectively same as hitting with 50% pen?
#📚┃off-topic message
Any plans for this detail come back? Looks pretty interesting on visual really.
It never left, definitely still does it currently
Yup it's the same thing. Basically it's
Damage * (1 - (enemy resistance - pen))
So if I had 50% worth of shred and 0 pen:
Damage * (1 - (-0.5 - 0)) = damage * 1.5
25% shred and 25% pen:
Damage * (1 - (-0.25 - 0.25)) = damage * 1.5
0 shred 50% pen:
Damage * (1 - ( 0 - 0.5)) = damage * 1.5
Basically pen and shred are additive with each other when it comes to how they affect your damage
Note: enemies normally have 0 resistances and 0 armour. If they don't then they'll have a modifier under their name mentioning it.
Thanks! That's some solid clarification. Basically, pen is only better than res shred because it doesn't expire and gets applied per hit.
Correct, there's also a cap on shred but no cap on pen (the ailment has a cap, not the stat)
And just one more thing because I think you were asking this also, ailments from a hit are applied after the hit damage is applied, so the hit that applies shred stacks doesn't benefit from those stacks.
Does that mean, conversely, pen gets applied at the same time it hits and therefore benefits from said hit? Miles better than shred then.
Penetration doesn't get "applied" it's just a stat that you have and gets calculated with all your other stats like attributes and increased damage when you deal a hit, so yeah as long as you have the stat it'll apply to all your hits
When new season start, in four months?
in about 2-3 months
@crude plover Cool if that's the case, I thought again the season would be 5 months after the last one
nah it'll be 3-4 months in-between, this one just got a bit delayed
Daily Reminder #2
Hi. Would it be possible to have more information on how the Evade ability is replace while wearing multiple uniques that affect the Evade mechanics ? Like, which ones gets priority over the other one (ex. if I equip all of them: ring of crab, midnight flame ring, phantom gloves, and triboelectra wand)
Good day devs just want to clarify, can the ice spiral (frozen sleeper skill node) in frostclaw also triggers the spark charge on 40+ mana (Arcane Current Passive node)?
Out of curiosity, EHG, what % of characters choose CoF versus MG? There's a few threads on the forum where "certain individuals" claim that "most players play to trade", so I'm curious as to how true that is for LE.
If I'm using the Black Blade of Chaos, do the melee hits from Lethal Mirage proc the cooldown reduction effect of the weapon so that it reduces its own cooldown?
Currently yes
Could we get less enemies spawning as you run through an area, it causes lag when a group of new enemies spawn right where you're fighting enemies already and items are on the ground. I just lost out on a unique echo reward because the mission to draw out the boss had them spawn on me and lagged so bad I was dead when it stopped.
Not much experience in arpg but gonna ask if any new content design in the future is gonna make older content obsolete? MMORPG does that to make alts or newer player breeze through so they can farm the newer/stronger gear sets which kinda feelsbad.
The way nemesis got implemented is great even for campaign itself
Will there be a feature to turn off the corpses in the near future?
It's possible, we don't have specific plans for it at the moment.
We actively try to avoid obsoleting old content.
We can sometimes ride the line of how many enemies the system can handle but the goal is to push that number higher so we are very actively working on optimization to improve the ability to spawn large groups better.
I don't think we've released any of that info and I don't think I was aloud to say last time I checked.
As a triggered ability, Ice Spiral will not activate the Arcane Current Passive node.
It has a set priority order. I don't remember them all off the top of my head. I feel like I've looked up the list before here but I couldn't find it in a quick search. I did find that crab is higher priority than the flames.
28.5%
(also, thank you for reminding me but not spamming the thread like crazy)
Enjoy your vacation my forbidden love.
I would liek to ask the devs one thing.... Whatw as your thought process on ward... You say ward is OP and needs a hard nerf, so you nerf it for players to the point where ward builds arennt meant to survive high corruption.. then give bosses 4 ward sheilds.. wtf kind of balence is that
Loot filters are save on cloud or computer ?
Like i am playign static orb glacial with all the ward points i can take, and i get 5k ward at most with 1036 health. I legit get one shot by every boss.... but its ok for bosses to have 4 ward sheilds
Cheers 😄
Locally on your computer/steamdeck
Thanks
hello! does CD recovery % affect CD from item skills ? ex. doom pulse from celestial doom
No, only affect the skill bar.
Any new updates or balance changes in the works ?
Thanks Mike. Would be great if the priority list would be available in the game guide "Evade" text.
It should give them all, so that if you're using both, you now have a flaming crab 🤣
Favor/Exp topic again, coz im trying to get clear answer on this
- Why did you decide to cut bigger favor gains from higher corruption so radically, instead of, for example cutting the exp curve gain in half instead of capping it at 1000 corr basically.
from a gamer perspective, someone like me who loves the game and pushing my characters to the limit i feel punished for playing the game and discouraged.
it doesn't really make sense for me to push my gear, since i earn max. possible favor on relatively low corruption with mediocre gear
not only that, but to get as much favor as possible now, i am forced to play in unnatural and painful way as to reroll high density areas as fast as possible which isnt really fun. and playing monolith "normally" isnt generating enough favor to make it worth doing, in fact its terribly low.
(and you might argue what high or low corruption is here, let me just put some pov here. You basically can hit higher celling of favor gain per hour on 400-600 corruption which yes, i do consider low. Couple reasons why- pushing corruption especially now is super fast and easy, and you can for sure deal with it with not so good gear while still not being challenged.)
it totally doesn't make sense to punish me as an endgame player for wanting to go higher corruption and actually face a challenge by drastically lowering the favor, which gets worse due to clear speed in higher corr.
i really wish you guys had a better idea for endgame players rather than just pushing arena waves out of boredom (0 exp there btw) or going over low, same corruption everyday for 3 months getting better gear just for it to make no impact on gameplay. (i am very unhappy, i love LE, make me wanna grind again)
Boss defence and player defenses are not directly balance linked really. The boss ward is not a boss defence buff. It's roughly the same as the adaptive boss DR that was there before.
Nothing specific to share but it's still going.
I think it's just a fundamental disagreement as to what high corruption is. I think you expect this answer based on the question. We are still dialing in the power, difficulty, reward radios and it sounds like they are diverging too much for extreme minmaxing.
Questions about cof:
- What the scale between corruption and reputation/ corruption and favor? (For leveling up your rank by slaying enemies)
- What the scale between favor you'd spent and reputation you'd got? (For leveling up your rank by acquiring prophecies)
- Any connections between how much favor you'd spent on single prophecy and how much reputation you got from completing it? (For leveling up your rank by completing quests)
if there could be any way for me to provide possibly useful data regarding endgame/minmaxing let me know how.
Yea, just drop it in #1210281911872786482 or open a website forum thread in the feedback section.
Since it's asked the Devs: Mike, was your vacation also to GenCon? Or just a pure coincidence?
Nah, just a staycation.
Is"Desperate Meditation", the focus skill passive, supposed to give 1% increased mana regen per 1% missing mana, or 1% increased mana regen per 1 missing mana?
edit: The text suggests the first, the tooltip summary suggests the second, and the second is definitely the one that is happening. Granting me thousands of increased mana regen per second rather than just 100% (8/s)
Corruption and reputation are linked through favor.
Would have to look it up and can't on mobile.
Yes, favor spent is directly linked to reputation gain.
Which does it say?
The tooltip text suggests the first, the tooltip summary suggests the second, and the second is definitely the one that is happening. Granting me thousands of increased mana regen per second rather than just 100% (8/s?)
The "stats" below the description are almost always the correct thing
Glad to become the next people who will give you reminder after you come back to your PC 😆
Unless you changed it since 1.0, it should be 2 reputation per 1 favour gained (which is directly related to xp gained) and 2 reputation per 1 favour spent. The price of the prophecy shouldn't matter, nor would it matter if you completed it or not. That's the way it was in 1.0 and I've been assuming it's the same for 1.1. Did you change how that works?
One reminder per day is fine right? Had no idea anyways when you're home from your vacation. Thanks for checking the number. The critical success chance is pretty much near 10% if I'm not mistaken then.
Yeah, I was only curious because the text is pretty explicit: "Focus grants increased mana regeneration while channeled proportional to the percentage of mana you are missing when you start channeling"
However, the clarifying alt text is explicit that is not related to percentage mana. I'll submit a bug report, because I think this text is misleading. Thanks!
That looks correct to me. I don't think we changed it. I just wasn't sure enough to say it.
I think it's 12%?
I would rather have sure answers otherwise I simply have to keep testing. D:
But I'm more than happy to got a sure answer on the lucky craft thing already.
There seems to be some confusion about how the game generates the "(1 Legendary Potential)" rewards. On July 14th, you were asked about this and your answer made it seem like the game "adds 1 LP to the item now".
Q: Does the +1 LP prophecy (the expensive one) still works like it did in 1.0, aka it guarantees a 1LP unique? Or did it get changed and actually adds 1 LP to the item now?
A: It's the new way
#👨┃ask-the-devs-not-support-no-bugs message
On the 18th, you were asked again and gave the other option you were previously asked as the answer (that it ensures the first roll always succeeds, like in the 1.0 cycle).
Q: Does the prophecies that say (1 Legendary Potential) add 1 extra legendary potential to the item that drops or does it force a 1 LP item to drop? Because they cost quite a lot for a very low ammount of items
A: It makes it have 1 and then roll for more like normal. It basically just makes sure that the 1st roll succeeds.
#👨┃ask-the-devs-not-support-no-bugs message
Could you clarify how the system generates the "(1 Legendary Potential)" reward?
Aren't both the same? Saying it starts with 1LP and then if it rolls 1LP it gets 2LP total, or saying that it rolls for LP and then adds 1, so that if it rolled 1LP you get 2LP. Seems like both answers provide the same result. Bottom line is that it will have at least 1LP, with the chance of having more
If you got the time perhaps, might you look the critical success chance up as well? :3
One option is that it rolls lp like normal, except 0lp gets converted to 1lp (guaranteeing 1lp). So let's say an item has:
40% chance to get 0lp,
30% for 1lp,
20% for 2lp,
7% for 3lp,
3% for 4lp.
This would make the 1lp chance 70% while leaving the rest the same.
The other is that it makes the 1lp roll guaranteed, which would raise the odds of 2,3 and 4 lp as well while the first option doesn't.
The way lp works is that it first rolls for 1lp, if it passes then the item gets 1lp, then it rolls for 2lp and so on, whatever roll it fails on is the lp the item gets, so increasing the odds of a roll also increases the odds of an item passing the later rolls. While converting an item from 0 to 1 after it failed the roll doesn't.
so if there was a blood of exile boots to drop on 1lp, it would make it a 2lp ?
That's what they're asking , we don't know as apparently we've gotten conflicting answers.
Pretty please? If you were in the UK I'd bake you a cake!
What I got from what he said, and using your numbers, is that you get:
40% chance for 1LP
30% chance for 2LP
20% chance for 3LP
10% chance for 4LP
Both of his explanations seem to point to this. But I can understand that the second answer might make you interpret it like 1LP is guaranteed and if it then rolls 1LP again you're stuck with 1LP and if it rolls 2LP it's 2LP, etc. Which, to be honest, is how I thought it worked. So let's wait for Mike for clarify it, I guess.
i think it adds, coz i just dropped 2lp mourning boots first try and i never get them 2lp, always 1/0
Fireballs triggered by Flame Reave can't have extra projectiles. Does that in any way affect the Fireball node that converts extra projectiles to more damage?
is there a specific reason as to why your not allowed to tell us the distributions between mg/cof?
No, they aren't the same. The old way is Julra's method. Game rolls for 1 LP. If the 1 LP roll succeeds, it rolls 2 LP, and so on until 4 LP is achieved or a roll fails. Since the item has at least 1 LP, the game doesn't overwrite the LP. If the 1 LP roll fails, the resulting item will have 0 LP then the game replaces that 0 LP with 1 LP. The chance for 2/3/4 LP doesn't change.
The second scenario has the game roll the LP roll(s) and when the roll is less than 4 (LP cap), add 1. Since 1 LP is added to the resulting roll, the chance for 1/2/3/4 LP is the 0/1/2/3 LP chance respectively.
Honestly, this is something I should do more. Glad you could spend some time at home. Hopefully you got to relax and/or do a hobby!
Hey guys, I don't have any options under "change Input keys" -- I can't see or change any keys
Reset it to default and try again.
If I find uniques/orange items with good effects at low level, is it any use late game if it doesn't have potential on it
If an enemy does single cast with multiple projectiles/areas of effect is the rng (specifically crit) the same for all of them? Just saw FrozenSentinel's hc character die to 2x overlapped crit meteor (single non crit did ~320dmg and later 2x overlap crit did ~1300dmg) from Pontifex Aurelus and started wondering is that the case or insane RNG?
Judging by the code, it rolls LP as in any other case and if resulting LP is less than minimum LP (1 in this case), then it returns minimum LP. So it just guarantees minimum LP, the odds of getting LP2-3-4 aren't changed.
you can try your luck with nemesis egg, can give it lp or random affixes
Does Character level, or corruption level have any effect on the nemesis egg results? Like will i get better rolls in high corruption mono's?
No. Affixes gain is random. LP gain is dependant on the unique's individual LPL. Higher corruption only increases the spawn rate of Nemesis in the map
Thank you very much.
Each hit rolls individually
Was really hoping the new way of adding LP was true. Thanks!
Is Concentration (Marksman Passive) only giving more damage to bow attacks? My tooltip dps does not go up when i skill it
Hey devs! Out of curiosity, why is transmog so "late" in the roadmap. Is it a technical issue or just not really a priority?
- Is it possible for Merophage to replace its existing sealed affix with a new one?
- Can you confirm if Nemesis bases its rolls from the Effective Level for LP? If not, what's the backend process of a Nemesis roll?
Hello. Any plans to add some seasonal quests/challenges etc in the future ( ah and also steam achievements) ?
- Yes, if you shatter a 2h Sword while holding your Merophage
- Yes, I will let you search. Mike gave a pretty detailed answer, but I don't remember everything he said
With the Void-Knight, it is possible to cast an echo skill on opponents and have them fight for you, but they are still shown with a red life bar above their head. Would it be possible to display them in green for the duration of the control?
Echoed skills only come out to recast the skill and disappear, so a life bar wouldn't really do anything.
I can't explain it exactly right now, but my warpath is skilled so that I can control enemies with it and they attack other enemies, but visually they still have a red life bar. This can easily lead to confusion as to why they don't die xD
Warpath has no such node (something that makes you control enemies), you might mean that it echoes like kzb mentioned, in that case it's not taking control of enemies, it's summoning a past self of you to cast warpath for a little bit (this shouldn't have an hp bar). You could also be summoning forged weapons, which are minions
You can edit your message to reply, I know the slowmode is quite long
Ah yes. Forged Weapons....Yeah.... Got it.Thanks^^
If your forged weapons have red hp bars that sounds like a bug, if so please report it
Any plans on mid-cycle balance changes towards cof? Or i gotta wait till next cycle
Just to add: I've now confirmed that a sealed affix can be replaced by a new one. Plus, a sealed affix from an exalted can also be converted back to a regular affix. Pretty nice roulette.
I will try to record a video and should I send it to modmail via DM?
Just report in game and with a screenshot
I've been playing since 1.0 and I haven't spent gold at the lightless arbor one time because I never have any gold. I need to spend it on stash tabs. Are the devs happy with the cost of stash tabs? And will the online character limit be increased anytime soon? Thank you ❤️
What drain life passives work with stygian coal unique? has anything changed since 1.0? I saw a reddit post from 1.0 where they did some testing
Is fire aura from RoS the same fire aura mentioned across the game from various sources or is it differntt / special?
do you plan moving to the Vulkan API on the Linux client version?
Where can I find the new tooltip scaling setting? I can't seem to find it in any of the tabs in Settings.
What about boss fight soundtracks? First of all, I noticed that instead of Lagon's epic music, Architect Liath's music plays, which is not necessarily a problem, because this track is also brilliant (I love the whole soundtrack), but Lagon's music is quite epic, something unique. Was it replaced on purpose? The other thing I noticed is that after every Harbinger boss fight, if I tried again, Harbinger's music would play even during the normal boss fight music. I'm not sure, but it's as if I haven't even heard Heorot's boss fight music in this cycle (!?)
What is the point of being able to put 5 skill points into "On wings of shadow" node for dive bomb? Only blade dancer can get more than 3 shadows and has no access to this skill
as falconer you can spend 10 points in bladedancer passive tree to unlock synchronized strike skill.
Synchronized strike has node called dark allies which causes it to create two additional shadows that ignore your maximum shadow limit.
This lets you combo the two skills to reach to 5 shadows and use dive bomb's on the wings of shadow with full 5 points.
gotcha, thanks
Dear A Dev, Please, in exhausting detail, explain to me how Witchfire works. Damage tags, scaling, what and or how do the various affixes affect which parts of the 600 fire/600 necrotic dmg etc. PLEASE be as thorough and pedantic as humanly possible. Or maybe give us the damage algorithm. So confused. Testing is extremely difficult.
is it possible for minions to have ward
Sure, almost everything is here: https://www.lastepochtools.com/ailments/witchfire
so, because it's not applied by any individual ability I don't think, it's really simple. Any increases that you have to fire, necrotic, elemental or dot damage affect this. Increases to fire damage only apply to the fire damage and increases to necrotic damage only apply to the necrotic damage.
It should be. They might not have UI for it though. They should be able to get it via mage casting flame ward on them. You might be able to give a manifest armor some too with some combination on gear. I feel like there might be a more obvious method that I'm just forgetting too.
Thank you for your response, Mike. I think most of my confusion stems from the only damage scaling tag on Witchfire being 'Damage Over Time'. Appreciate your time!!
I'm not sure what happened there, those seem like odd situations to happen for sure. I know it's weird but submit it as a bug report. Might actually not be intentional.
We had some odd issues with it at some point. I'm not sure if it was solved or not. I suspect that might be part of the engine version upgrade purpose.
I'm not at my computer to check for certain but I think that it's different.
This is a list of all places Fire Aura is referenced https://www.lastepochtools.com/skills/fire_aura/sources and it's not there.
The Ring of Shields Immolation node doesn't actually reference any ability. https://www.lastepochtools.com/skills/ring_of_shields/nodes
I think that it's just applying a damage over time component to the shield itself and calling it fire aura to be confusing.
So the tags for it would be fire and dot? Or would it mirror for aura and have spell and area too? (Yes I assume it’s based off the minions stats)
if it is as I suspect, spell and area would probably not work. Just fire and dot and yea it's the minion's stats.
Tyvm, doesn’t seem very scalable dmg wise then for RoS. Back to the drawing board! Ty ty
on sentinal's sigil of hope, if i skill the nodes meditation and inspire hope, which effect will be removed ? i mean meditation says no buff for other users, but inspire hope says it effected to other users now.
Meditation removes the "aura" effect, while inspire hope lets you cast on an ally. If you cast it on someone else, then all the stuff that says "you" refers to whoever the sigil is cast on.
Does for example all items that has a triggered skill a cooldown despite not specify one?
For example does Dragonflame Edict have a cooldown?
it depends on the item. you can always check on lastepochtools (the website)
Hi Mike, is Sky Beam considered a Subskill of Healing Hands ?
No, if they don't list a cooldown in the text, alt, or tooltip, then they should not have a cooldown. Dragonflame edict has a tooltip problem though, it does have an unlisted 2s cooldown (I can't think of any others that have secret cooldowns). #👨┃ask-the-devs-not-support-no-bugs message
How do the different types of damage reduction stack with one another? Let's say I have 70% from armor, 2 red rings (20% more reduction) and 60% more from endurance. Which is applied first, second, etc?
Are the plans for adding 5th skills to all the masteries that don't have them? Some of them? Any of them? If so, is there an ETA?
They are all "Less Dmg Taken" so they are all multiplicative, the order doesnt matter then
And Red Rings does not give 20% Less Dmg Taken but 10% Twice so 0.9 x 0.9
Thank you. That makes sense
Yes, no real ETA but Mike has teased that he was going back to making new skills ( his favorite part ) and Paladin will get a new one in 1.2
I dont think we have more info.
Neat! Is that a definitive "yes for all missing", or just for paladin?
Yes for everyone
Adding new skill is a good way to keep the game fresh
Lol, I'm resisting the cynic in me that wants to take that as, "That's a cute way to say they sold us an incomplete game."
You do you 🤷
#❔┃ask-the-community message
Want to ask this question again because zero reply I got.
Is there a reason why we can't use a Rune of Discovery on a 0 FP item when the craft itself costs 0 FP? I feel like you should be able to use this after using all FP to fill any missing affix spots with random T1s
https://www.lastepochtools.com/db/items/IIzAMCZVBmLSA the tooltip specifically says that it cannot be applied to items with zero forging potential. So it's not a bug, it's a design decision
Ah true, I forgot it said that, edited my question as the first bit still applies
Yes. I personally don't see an issue with letting it apply to 0 FP items, considering that it's not a big power boost, being only appliable once and only with T1 affixes. But if I had to guess I'd say it's because the game is set in a way that 0FP simply counts as non-craftable and it's easier to let it stay that way rather than coding an exception for this. But hopefully Mike will clear it up when he can.
I guess it is because the crafting system at its core it's a gambling system. Before it used to actually brick items.
Running out of crafting potential now does not matter in some situations, but having free affixes may be going too far, it would loose some of its risk/reward theme/mechanic/balance
are prophecies that drop multiple item types impacted by item type drop rate blessings? also, does each item type have an equal chance of dropping?
Where is 1.1.5? or when will be?!
Would there be any consideration into an enable/disable controller support button in the settings?
does CoF rank 10 150% boss drops work on shades?
I wrote to support about additional utilities and the extender mod and they haven't offered me any since July 31
I'v dropped 3 rings from shade of orobyss with this mode
I'm trying to understand the full damage taken calculation with a few interactions:
Let's say I take 10,000 fire damage from a hit, have 0 armor and 75% fire resistance from a level 100 zone. I have 1000 health, 500 endurance threshold, 60% endurance, 1750 mana, and 90% damage dealt to mana before health.
My understanding:
First, damage reductions are taken into account - armor, resistance, less damage taken, etc. I have 0 in my example, so this does nothing.
Then, the damage is split to health and mana. This is 9000/5 = 1800 mana damage, which is more than I have: so this instead becomes 1750 mana damage, and 10,000-1750*5 = 1250 HP damage.
Then, this HP damage is applied in the ordinary way, 500 health damage before endurance threshold, and 750*0.4 = 300 damage after endurance threshold.
I survive the hit with 200 HP and 0 mana left. This suggests I could take 10,500 fire damage from a single hit that would kill me from full.
Anyone willing to verify or correct this?
seems the hitbox of Lagon is still there, I had to use dodge and shift to go left or right.
Yo Dev Dude. I am on steam and i seem to be stuck on patch 1.1.4. Still waiting for 1.1.5 but nothing i do triggers it. Is this typical? Thanks.
it was downpatched for UI issues it was causing
and will be applied again later
Are pestilence and endless decay working as intended? When I hold down a button to cast, it doesn't apply the buff to myself until I release it. so effectively, I can't spam spirit plague to stack. there seems to be a hidden buffer of some kind ??
both are only triggered when you inflict spirit plague. so if you are just holding it down, its likely just casting on the mob that already has it, which isnt going to give you multiple stacks of the buff. you can still spam it, just have to hit the button multiple times and aim at a new mob. could also prolly cast in an area.
but if you think its not working as intended, bug report it
Refreshing spirit plague doesn't counts as applying it.
If I click - release - cast again on the dummy in under 4 seconds I get 2 stacks... -- I also don't see two seperate buff indicators for Pestilence and endless decay on my UI above skills. Are they counted as the same buff for some reason?
I have a better question I guess, why is it that some of the cool/fun interactions are nerfed in to the ground and others aren't... like sorcs frost claw deleting maps from screens away with seemingly infinite defense and damage. Either let us have fun or dont, why gate keep it to very particular builds?
They shouldnt be the same buff, as one is generic dot and one is psn. Tho it is entirely possible one doesnt have a buff icon. Can always check the character screen since they are global modifiers, and see if the numbers are going up by the proper percentages. And if its not doing what its supposed to/what you think should happen...bug report.
When is 1.2 releasing
The 1.1 Cycle started July 9th. Cycles usually last 3-4 months
I don't know what's going on for you, but pressing and holding spirit plague simply reapplying it to the same enemy works totally fine and builds 1 stack per cast. The poison buff doesn't have an icon because it will always have the exact same stack count as the DOT buff and they really minimize the buff icons when they can.
I want to make a RAH rune tattoo but I hate to do such things without the artist knowledge and acceptance, so do you guys give permission? If so, can I get a separated image of the rune?
hello! any updates regarding CoF specific leaderboards or something like that? MG is still the optimal way of reaching the top. it would be nice to have the option of grouping with friends while also gearing solo while also being able to compeat in some sort of leaderboard. Hopefully Primordial uniques won't be sellable via MG having some incredible rare items or hard goals is what keeps ppl playing forever 😅
<@&1161418687471956101> here too 🙄
The thing in monos that lets you lower the corruption, are you supposed to be able to use the altar multiple times?
Yes
Can you link to anything since this is not a dev response? I didn't see anything in patch notes.
Edit: I know you CAN do it. That's not what I asked. I've never seen this documented
I have seen streamer did it and I have done it myself. I dont have a link 🤔
Edit: Good point.. I have not seen it too. Not sure if it is explained in in-game guide but I am not at my PC
Lucomancer node, in the Disintegrate skill tree. "grants global more damage to ignited or shocked enemies."
Is that node 2 separate more multipliers? Or just one?
based on the phrasing of the node it sounds like it's just one multiplier, even for targets that are both shocked and ignited. 😦 presumably they just want it to be able to function whether you use fire or lightning disintegrate
i hear ya, but LE nodes can go any which way.
It's on 1 line so it should be 1 More Dmg
It's a single stat with (ailment1 or ailment 2) condition.
I just read Recommended spec for this game, I feel intimidated by it
Windows 11 has higher spec requirements than this game does, lol.
My RX6600 is barely can run this game on High. 😂
That's weird. My GF uses that card and the only thing hampering her frame rates is her monitor.
Is there any limitation that would prevent gaining resonance? For example - being level 100 (if it's tied to experience) or only one of the players killing all the creeps?
I've asked who I need to reach out to for you 🙂
Then I want to ask the permission to check out the whole figure of architectures on imperial welryn too
Haha, there is a difference between getting a bigger image of a rune and asking for the whole map of a level 😅
I'm back!
👋🏻 dev stream this week!
Welcome you back with my fan art :)
No, it counts as an indirecct cast by the player.
So is it scaling with any More Dmg from HH tree?
Want to remind Mike to check it out again
Hey mike hope the staycation was awesome you deserve it. Are the devs happy with the cost of stash tabs? And will the online character limit be increased anytime soon? Thank you ❤️
no
Pretty sure someone answered that after. I think it was 2:1
Yes but that doesn't mean there isn't room to change in either direction still. If you'd like to suggest a change, pop over to #1210282176680169562 .
Yes, we are still working out some kinks with that to be able to increase it more dynamically. Still in the process of moving off some old tech that character limit was tied to.
? Three questions so I'm not sure which one your answer for
The second one, I thought I already answered the other 2.
What the scale between corruption and reputation/ corruption and favor? (For leveling up your rank by slaying enemies)
Reputation is gained by spending Favor. Favor is gained by earning xp. Corruption increases your xp gain. You can see your increased experience rate in your active modifiers section in your HUD.
What the scale between favor you'd spent and reputation you'd got? (For leveling up your rank by acquiring prophecies)
I think this is 2:1
Any connections between how much favor you'd spent on single prophecy and how much reputation you got from completing it? (For leveling up your rank by completing quests)
Linear so just do whichever ones you like best.
🤞 👍
⬆️ emote reaction what i want to do
Is Weaver's Will influenced at all by the character that has equipped it?
no
Does the corruption level also increase the power of "empower" option of Nemesis?
If I would have 2 of the same item that shares a cooldown on a spell, would it trigger it 3 times/sec which it says in the description or 6 times/sec maximum.
For example 2 Palarus swords to trigger Smite or 2 Eulogy of Blood for rip blood?
no (but you do find more of them)
They fully share a cooldown. It doesn't add together.
Thanks Mike 
"prefix/suffix" is flagged against Code Of Conduct. Why?
If you have an issue with automod, please send a SS of the message to @jaunty pier so we can look at it
It is inside the Game Chat, not in discord. Should i also Mail it to @jaunty pier ?
Yes.
does added damage effectiveness apply to flat damage added from the skill's tree? for example sacrifice can get added flat damage in its tree, does that number get multiplied by its added damage effectiveness or does it add the number as advertised?
whats happening with 1.1.5?
we want cosmetic sets for OFFLINE MODE 😤
Maybe EHG worried about steal issue so they're not available in offline mode
(Someone will do the trade with these cosmetics online, refer with the gold exploit issue)
"steal issue"?
🤔 Remind me of do we need to agree with any agreements like NDA to limit us on make money on game assets without the permission before play the game. I suppose EHG needs more law support to make sure their right always belong to them
Why are cerrtain exhaulted so hard to find?
Hi Mike,
Following this up. Was it a design decision or a technical limitation to make it not a subskill ? And if it a design decision,why ?
Does "mana spent gained as ward" grants ward if the mana was spent by "damage dealt to mana before health"?
Its not spent with "damage dealt to mana before health"
The only way to spend mana is by directly casting a skill with mana cost
Guys, are there any plans to address the gold cap issue in the game?
Like, we all know that there was a duping exploit in the beginning of both season 1 and 2. Which is bad, but would not really be a huge issue, if not the gold cap. In other words, if some item "real value" is 1 Million, with gold dupe inflation it becomes 10 Million -- stuff costs more, but at the same time you're earning more gold too, by selling good items.
That is, unless the item "real value" is 1 Billion. And with inflation it should become 10 Billion -- but there's a price cap, so you can't really sell it for more than 1.5B.
More so, right now the maximum amount of gold that players can accumulate is limited by uint32. Which is slightly more than 2 4 Bil -- therefore, you can't even afford to trade it outside of the MG, since you're limited to 2 4 Bil anyways.
Therefore, my question is: if you absolutely should have the uint32 limit, then why not just simply divide all in-game gold acquisition and gold sinks (such as stash tabs and LA Vault) by 100-1000?
It's uint (unsigned), therefore it can reach a bit over 4B. Just a small correction that doesn't really impact your point.
Right, mb, sorry! Well, that's a little bit better, but still 😂
I don't know for sure but given that it's an extra step in the code to make it this way, it's probably a requirement.
Does sky beam get a modifier from other sources? If yes, it probably needs to be split (fire aura style)
From other Sources ?
Well there are a few passives and items that are applicables, but nothing specifically calls out Sky Beam
Then I have no idea why it's casting from the player.
Almost feels like a bug with how it's set up
Hi Mike, hope you had a nice vacation. I have a question about mono stability. In the forums a situation arose where players are saying that they lose stability when they die to the mono boss, but I have tried this, both in 1.0 and 1.1, and I never lose stability. I tried dying in normal echo, quest echo, boss echo and even shade, I never lose stability. I tested this in normal monos and in 100c.
Is there some condition for the stability loss, like higher corruption or is there something wrong with my account (if there is, please don't fix it 😆 )?
Unless something changed recently that I'm not remembering, yea, you lose stability if a boss kills you.
Is there any reason why that didn't happen to me, then? I did test it on purpose both in normal monos and 100c monos and I never lost stability, ever since 1.0. Am I really a dev in disguise like I've been accused of in the forums? 🤣
Ha, I saw that. No, we might have changed it though and I just didn't remember.
I can confirm I have not lose stability even once from getting killed by a boss since Harbinger came out
It's something that keeps getting bugged out and fixed again, but you're supposed to lose stability afaik. I thought it was recently fixed again because at the start of 1.1 it wasn't losing stability, and then it started again in one of the patches, so maybe it broke in another patch.
(I die a lot by being careless 😂 )
I can check in a couple hours
is shattered lance set bug ?
Not that I know of but if you think you might have found a bug, please report it using the in game bug reporting tool.
i have 797 health regen and the game is showing me 0% increase cold and my tool tip dps is only at 48k even with 97 added cold and 1175% increase cold (based from builder website)
Sounds like the increased could damage display is having issues, not the set item to me if you have 0% increased cold damage.
LEtools has issues showing it if your health regen is too high. (Also, it only increases MELEE cold.)
This seems to be the issue. I just tested it. Went into a quest echo in a normal mono, portalled out and lost a bunch of stability. So it seems that when I tested it it was bugged and has since been fixed
thanks Mike and Kzb (AoDSucksOffensively), maybe could be display bug
does mana spent gained as ward work for indirect casts. for example harbinger of stars procing meteor would my mana spent on the meteor proc give me ward?
No, technically the only way to spend mana is with a direct cast
This so doesn't make any sense btw. Like why does it matter how did you spend mana?
I mean, I'm currently running a build that casually spends 600 mana per cast (Static Orb, naturally), then gets all of it back in 3 follow-up casts (Lightning Blast with a node in SO). And I get 2500 ward per such cast, and I can do that indefinitely.
Like... why not just allow the same stuff for procs? Especially considering that Meteor build is gonna get MUCH harder time getting mana back.
There are already ways to both generate and spend tons (1000+ mana per second) of mana using procs, and that amount will most likely keep going up, maybe even to an absurd amount whenever some specific item or mechanic gets introduced, so it's basically just kinda something they wanna avoid altogether by having it not be a thing.
There are already ways to both generate and spend tons (1000+ mana per second) of mana using procs
@crude plover Could you please provide an example? Just so I could compare it with my current setup, where I do exactly the same, but using direct casts?
See:Static Orb burning mana like drinking water.
I mean... it's been doing that for years, so that's hardly news 😅 Other classes have similar skills too, afaik, (usually when the skills have nodes that add % of max mana cost), such as Detonating Arrow.
Oh.. wait, or that was an example that I asked? I didn't get that, initially, sorry.
But that's exactly what I was trying to point out. Static Orb burns mana super-fast even when it's casted directly. And it triggers "Mana spent gained as Ward". So you get 2500 ward per cast easily. Why is the similar thing not allowed for indirect casts? How is that ultimately different, I just don't get it??!
Back end wise, "casted directly" and "Procs" are separated, to prevent funny things like -mana costs triggering on procs.
Triggered abilities are already really strong.
May be some of them are, but Harbinger of Stars is really, really not one of them. But, granted, that's technically not the item's fault, and that's mostly just because Meteor sucks in the end-game 😅
Are there any plans to rework the outdated Sorc/Mage skills in the future?
Every skill is always on the list. Meteor is probably somewhere in the top 1/4.
it is unaccpetable that cold shade has no actuall correct hitboxes for his skills and orbiting orbs and no animations at 1.1, makes it impossible to push corruption while having to constantly fight cold type shade of orbyss
thanks for the feedback
I could feel the sigh and eyeroll all the way over here 😆
No eye roll really, I know that sucks. Not much I can do about it for them here though.
I noticed you didn't deny the sigh 😆 . I didn't mean it in a dismissive "this is not really an issue" way, but rather in the aggressive way the "feedback" was phrased. I know that gets tiring to deal with all the time, especially when, like you said, there isn't much you can do about it.
yup
@placid plinth will MTX be added on a steady basis or only close to cycle start? I have not looked since coming back a few days ago, but did not see anything of interest around 1.1 launch.
It's possible that we might slip a few in outside of cycle starts but the vast majority of them are planned around cycle starts
I could see some special events causing a mini drop or something
Thanks, original points trying t
o burn a hole in my account.😀
Is that the main reason you (as in, EHG) stopped communicating so much on the forums? You used to reply on random stuff there regularly before 1.0, but since launch you've cut back and hardly chime in on anything, even when the community has questions like the stash tabs thread in 1.1. I kinda miss all your interventions from time to time there 🙂
I can confirm the opposite. I did about 30 runs of Elder Gaspar regular unempowered with a harbinger after. Whether I killed Gaspar and died to the Harb or died to Gaspar, I lost 50 stability every time. I needed to use 3 glyphs of envy to have enough stability to keep trying by the end.
I'm not really sure, I still pop in to comment on random posts there from time to time. I usually don't bother with topics that I know we've talked to death.
I should mention this was last night, and that it technically doesn't account for bosses without a harbinger, or bosses in empowered
Yeah, I definitely know that feeling (*cough*masteryrespec*cough*). I was mostly considering the threads where the community is unsure if something happened by design, if something was being done about the issue or what EHG's stance on it was, like the cycle stash tabs to legacy thread. Not having a response for EHG left much of the community feeling sort of abandoned at times.
Either way, it was just idle curiosity. I know that having to deal with the public is exhausting at times, which is why I'm glad that I don't do that anymore xD
Have a nice week and I'll see you on the stream 😉
yea, I'll be back
Question about the nemesis system's design: Was it considered having the nemesis system built in with risk of losing the items (banish) upon failing to kill the nemesis? if so, why did you all decide not to include that risk into the system? Could nemesis rewards be made more powerful if the risk of losing items were present, and could that lead to more exciting gameplay? Or are you guys happy with how it exists presently?
I think there is a huge misconception about being happy with something and being content with it as the same thing. I am extremely happy with Nemesis, top to bottom. I will never be content with any of it though. Always room to improve upon it. Nemesis rewards are already really powerful. I'd probably be inclined to reduce the power if anything really. The system was designed to not let you lose items and the only time it does is in very niche cases when you kill it and then die to a dot afterwards. I don't think this case was actively considered pre-patch as it probably never happened to any of us pre-patch. That's probably a function of so many of us running cleansing in our builds. Speaking of which, we have given many sources of effects which players can add to their builds to prevent this from happening. I think it's good that there are problems for players to overcome and it requires problem solving to do that. Also, if you don't have that, you can also just recognize that you're getting quite close to this happening and just stop dps.
Hey Devs not sure if is the right channel, but have you considered adding steam achievements ?
And for each subsequent cycle, adding more achievements ?
Yes they have considered it and will do it in the future.
Also just for future reference if you would like to see something added in the future please post it in the #1210282176680169562 so it gets logged by the team, the more something gets asked for the more likely it is to happen.
I had a look in the suggestions and see no topic about achievements
The search bar and using the in: tag to search this channel only will often yield very good results too. He linked to me saying above that we are already planning it.
This may be a dumb idea, but I was thinking about this while talking with my friends about the gold dupe nonsense that people did. Why not make it so The merchant guild currency is Favor instead of gold?
As in I pay a small gold charge to list my item to be bought for favor instead of the current system. You can't dupe favor or exploit it in any way I can think of, and it makes it similar to CoF. It also makes lightless arbor gold sink more viable for MG. This feels like a much easier way to manage the MG economy without having to worry (as much) about game breaking exploits that flood the market with billions upon billions of gold.
One of the things that we have always held and one of the requirements that our community was very clear on when we started designing any sort of auction house/trade system was that the seller had to get 100% of the currency. (Personally I don't know if this is actually the best thing to do for the economy but I'm not exactly an economist.) This means that if the only thing favor is used for at all is to buy/sell items and it's generated by taking game actions with no other ways to use it, inflation will go even faster.
I think that people are generally undervaluing the vaults.
Also the exploit that happened this most recent time would have been the identical problem if it was favor instead of gold.
I also want to say that I feel like people are crazy dramatically underestimating how much gold we removed from the market.
I'm not underestimating anything, Just spitballing ways to prevent exploits in the future, though i wasn't aware that favor could be duped in that particular method. If that's the case then, unlucky.
Also as far as having no other ways to spend/use favor, i mean, that can just be added in general? Nothing would prevent that from being added.
In general, outside of exploits obviously, I think this games softcore economy is really good due to having roughly twice as much item deletion and wider roll ranges for uniques when compared to other arpgs.
I just don't really see what that changes. We're just back to the exact same thing but you acquire it passively a little differently but still broadly the same, by killing monsters.
Like, all favor is, is a resource and all gold is, is a resource. They are the same thing, just acquired by and spent on different things.
The exploits have not been due to system design mistakes. It's not really an issue that requires a design change I don't think.
I was under the impression that favor couldn't be duped due to exploits, at least not as easily. Thus it would ideally reduce the chances of stuff like that having to happen.
The idea was strictly under that intention, not implying that gold is an inferior system design due to being otherwise absurdly plentiful and inflation is just rampant.
nope, same stuff
ok, I mean maybe from the standpoint of that favor interacts with fewer systems than gold so there are fewer opportunities for potential exploits to exist?
bit of a stretch though
That's basically it, like gold is a semi-physical thing that can drop on the ground and can be traded to players and stuff. Though this is me speaking from a fairly ignorant PoV due to not knowing anything about the exploits that have occurred other than the fact that they occurred in the first place.
I just assumed since favor is gained in a similar way as experience, it wasn't affected by whatever exploit method was being used.
Yea, I'm sorry, I could make it really obvious by detailing how the exploit worked but I'm not sure I should.
No need, it's enough information to know that favor was also able to be duped/affected by that method, which kinda debunks my idea in the first place. Because outside of those exploits, i think you guys have struck a good balance between item accessibility and item/resource scarcity. I'd just wanna help prevent future nonsense like this i nthe future.
Yea, we've just gotta be better at testing and finding these issues before it goes live.
Though I am curious about something else, I'm sure you've had plenty of people talk and give feedback on defenses and how dot is overtuned and all that stuff. Especially when compared to ward even post nerf. I was curious if there was any set in stone plan to address it.
Personally I don't think non-ward defenses are flawed inherently, I just think overall player HP/HP recovery is far too low in most cases, Especially in the case of recovery. I think sources of recovery is what really makes Ward so appealing, Dot is almost always a huge concern to any life character, yet most ward builds are almost impervious to it.
That and when compared to ward, other defenses require far too much investment to actually achieve the desired result. While Ward gets to invest in intelligence which is usually damage and also defense.
Is there anyway to auto cast a skill on controller like you can on m&kb with numpad, I know there’s a 3rd party program but I’m not risking that if it’s not allowed. 🚫
This is a tricky one. People really don't like it when you nerf things right in the heat of things. I think that generally non-ward defenses are probably the closest to expected values as far as maximum potential. I think that they probably suffer from access difficulty more than we would like.
The gap has been very dramatically reduced and it is still something that we are very interested in tuning.
I think it's really good that each have their own strengths. What is HP's strength right now? I'm not sure. It's not quite all there yet.
So, we haven't ever officially endorsed any method of doing this. The general guidelines are that having a third party program which depends on or reacts to the state of the game is not ok.
An auto hotkey script which just hits one button on repeat and does nothing else, doesn't violate that description above.
Ok screenshotted if I get banned, thanks Mike. Just jk but ty for the explanation
This issue is largely access like you said, it simply takes way more investment to actually make non ward defenses shine.
The only change to non ward defenses i'd want to see is just making it easier to invest in them realistically.
Yes the gap has been reduced, we don't see 100k ward or whatever anymore, but when HP caps out at roughly 3-4k with about 2k per second recovery max, and ward triples or even quadruples it while also working with things like armor, evade, block, etc, it causes the gap to still be very pronounced.
Hp has no strength unfortunately lol. Ward is almost always superior in recovery and always superior in overall volume. When defensive layers simply act as a multiplier for effective HP, ward just being way higher and way easier to recover really pushes it over the edge, considering that almost every defensive layer also works with ward.
I think the largest issue other than investment is recovery. HP leech is given over 3 seconds and immediately stops when you have full life regardless of how much leech you had left. Where as ward gain on hit/ward per second/ward gain on mana spent have no cap and never stops giving it's benefit.
im not too familiar with all classes, but im laughing in 36k ehp at 94.21% dr for physical damage
the game gives you a massive amount of tools if you incorporate them in your build
Hello, on July 31st I wrote to support regarding the legality of using Melon Loader, and in particular using DLLs to expand the display of the interface (tier and afix values), and I still haven't received an answer from support. Now I've seen a related topic and hence the question: can I use DLLs that expand only the display of the tier and afix interface?
No. That's not ok. That depends on and reacts to the state of the game. Those are the only explicit rules and it breaks both of them.
It's possible that someone could make an exception for something like that but "rules as written" that's super not ok.
Should really wait for support to give the final word on it though. I can't really approve something like that even if I thought it was inside the rules.
Also, I'm specifically talking about online by the way.
I'm guessing you're on lich, which has 2 invulnerability buttons. Lich is easily the strongest class in terms of non ward defenses.
my point isn't that the tools don't exist, its that the tools almost always work with Ward as well as HP, with ward in general requiring way less investment when compared to HP.
i agree to a degree. i think endurance really is overlooked and undervalued generally by players. Investing in health and getting health%, +health and hybrid health is harder than building for ward though.
to expand on this, if you build for health, you need the health, armor, endurance cap and dr for the build to be viable, ward usually requires way less investment
Allow me to ask a clarifying question using a picture? Is this kind of display prohibited? Am I right?
The instant it does something different because something changes in the game, like a tooltip pops up, it's not ok.
I don't see a picture but if we just look at the rule for a sec, "depends on or reacts to the state of the game". Does it show different information based on different weapons equipped? That's it doing something different and reacting to the state of a game.
You can still contact support to get an official ruling from someone who would have the authority to ok it if it is ok.
(I really don't think they will though)
Endurance isn't undervalued, It just is directly unintuitive with HP, as threshold is almost always a flat amount which directly conflicts with building HP as they both share the same affix slots.
Getting health is also harder for much less overall amount. A max endurance life character will almost always have less EHP than a ward character with the other defenses being equal, where as the life character had to spend many more affix slots to achieve that result.
My lvl 62 warlock ward character has the same EHP as my lvl 87 shaman, both in hardcore. It isn't like my shaman is made of paper or anything either, the gap is just very significant, especially for some classes.
lich is the only exception, and that's by design as the primary defensive tool of the class removes all ward.
yeah, i agree here. you need more investment and the % of getting good drops goes down due to requiring more slots to be exact affix, and indirectly devalues lp for the same reasons as you need exact slams
item showcase im send for example.
Exactly, It requires far more effort to achieve an overall inferior result when compared to a ward character, while also likely doing less dps due to having to spend way less affix slots.
A big thing some people try to argue is stuff like building more armor, evade, crit avoid, resist, etc, but I don't think they understand that ward characters can also build these layers lol, and to greater effect due to having more room in affixes.
The only thing non ward characters actually have is Endurance, which is also unintuitive with building the thing it's supposed to protect.
This game really needs mana leech....
everyone can you take the discussions to another channel please
So I don't have the authority to ok this if I thought it was ok.
All I can do is look at the rule with you and we can come up with what we think it probably is.
The rule is that it can't depend on or react to the state of the game. So, if it only ever displays exactly the text
[T7][50,2%]
[T3]{89%]
[T3][64,3]
[T1][14,5%]```
and never shows anything else ever then I could see an argument for it being ok.
However, I suspect that it doesn't just show that. It wouldn't be very useful if it didn't adapt to show you the details of that specific item.
So, it doesn't show anything if you aren't hovering over an item, so it only displays when a tooltip is up, so it depends on a tooltip being up. It then reacts to which item the tooltip is displaying and shows extra details for the tooltip.
So it depends on and reacts to the state of the game. And the primary thing you can't do is have it depend on or react to the state of the game.
We are very careful not to add too much fast mana as we balance many of our abilities around mana specifically. We think it's a more interesting way to adjust the power of an ability through ability use frequency than using a cooldown so we use mana where we can. Mana leech kinda throws that out the window.
Then you need to add flat mana regen to %mana regen affix.
As it is the %mana regen affix adds peanuts.
Not to mention it competes with prefixes.
If you'd like to make a suggestion for us to consider, please use #1210282176680169562, we routinely scrape it for ideas but this channel doesn't get used.
Regarding the display, there are several more variations of the display and only the display of the item on the floor after the name go [T7][50.2%][T3]{89%][T3][64.3][T1][14.5%] exactly in the line, and also when a unique item drops, the name of the item is written and not the unique. Thank you very much for the clarification, I will wait for a response from the support, I will hope for the addition of such a display of items to the game in the future!
Guys, a question about Weaver's Will items:
Is the probability to upgrade the already existing affix higher than to roll a new one? I heard that it is, but I forgot the exact coefficient.
Also, IIRC, the skill prefixes are preferred over the rest, aren't they? Can someone tell by how much?
How does wave levels in arena works? It’s like 1 arena level is like 1 corruption?
75% to upgrade 25% to add a new one (obviously 100% to add a new one if it has 0 additional affixes)
I'm sorry, just quick question to understand the level these devs have
2 seasons in a row got REKT because of the inability of team first tracking then taking action for gold exploits. Skip the crap that you acted fast, exploit was working since day 0 which means you guys failed all season 1 to track it down and figure how it works.
2 seasons in a row population collapsed from the same exact bug while you had community SPAMMING you about it, still took you weeks
I'm asking you, is it hard for you to make GOLD leaderboard with frequent update intervals plus some side-goodies ( like gold per hour etc ) so you can track WHO and WHEN and HOW does what he does?
Hell, make it even public so community can track them for you.
Lastly are you aware that bots can produce 1b+ daily farming? ( each PC has about 8-10 windows so about 8-10b+)
Any measures against the botting is planned?
Or shall we forget MG for good
In my personal view, gold selling is the easiest thing to track, yet for 2 seasons you guys have failed, can you explain HOW and WHY?
Not even close. Arena numbers > corr numbers.
Would say 100 arena is roughly 200 corr.
You can see that very good the higher numbers you have. My 1.0 mainwas bored at 1k corr, but 1k Arena was starting to challenge him a bit
@placid plinth I beg you please consier making primordial uniques untradable 🙏🤞
Nice! Thanks! So I was actually pretty close with my guess of 70%
Primordial uniques? What are those?
We literally have no idea what those are. There is no public data yet. Hold your horses.
Do weavers will items use the same affix rarity odds as normal drops? For example, skill affixes are relatively rare? Do we know those relative odds? @unborn sky is trying to do some simulations and we're trying to make them as accurate as possible. I say "we" as if this question is a meaningful contribution to the project 😆
No they're not the same as the normal weightings, they're more likely to get rare affixes compared to normal items
But not equally likely? Do we know the weights?
The weights haven't been publicly released no
I just assumed that all affixes are equally likely to roll in case of Weavers 😅 Which seems quite realistic to me.
Is it supposed to be normal not to summon the number of wraiths with echos inside and army of wraiths? When I go to use the skill, someimes I get the 6 i paid for, sometimes I get 4 or 2.
If it can't find a location to spawn one due to extremely confined locations, it can sometimes fail to summon some of them. This should be hard to pull off and if you're seeing it regularly, it's probably something else.
If you think you might have found a bug, please use the in game bug reporting tool instead.
Where do I post issues about a bug I’m encountering? I posted to the’ bug reports’ section of the last epoch forum and got no response.
The best place is to use the in game bug reporting tool. That goes directly into our triage system.
Also, unless we need more information, we don't reply to bugs.
How do you attach screen shots using the in game system? Also maybe it’s already been noted so I don’t need to post it?
It’s a screen resolution issue with my items being cut off at the top of my screen
I take a screenshot with ShareX, and then post the imgur link in the bug report
How does the Taunt work? (Mage's teleport with taunting mirror images). Does it have the same power comparing mobs / bosses / harbingers? Or maybe not power, but the chance to taunt?
why EHG will not reply any bugs?
It makes them appear as though they are 1000x bigger to AI targeting. AI prioritizes the nearest target to them.
The reply is almost always the same and if we reply to some, it creates an expectation that we reply to them all. The replies would also either be painfully generic and almost identical or we would have to spend so much time updating every one of them with details that we would end up hiring someone as a full time job to just update people on their bug reports. I'd rather put that time towards fixing the bugs.
I put a reply at the top (of the bug reporting forums) a while back, not sure if it's still there or not that basically says what that reply would be and that even though we aren't replying to them, we are using them.
lol make sense 👍
And in that "size" we count only health? Continuing the "taunt" theme.
And the "nearest target" - just the direct distance or ability to hit (if the attack/ability of the enemy is some kind of ranged)?
They use Manhattan distance for some stuff like the loot vacuum pickup but I don't know if they also use it for enemy pathfinding or if that uses euclidian
Has nothing to do with health afaik
heeey, im new playing the game, in not watching any guide this first run i wanna experience everything and learn, but is been so annoying the skill respect system, when i mess up a point or wanna test something, i just lose the point? whats the catch of that? why the game is so punisher? what are your plans for future about this? i really wanna like try and test builds
It's far less difficult to experiment than you might think. My advice is just to go for it and switch a bunch and try stuff out. They will catch up to "expected" faster than you think.
As someone who realizes a little too late that he has screwed up a skill point or two, I don't think it's too awful, but I will admit that it seems easier to rebuild your skills at higher levels than at lower ones.
thanks i have been reporting as a bug since 1.0
i mean yeah i dont have other way around haha but idk just wanted to share my POV about that, i love arpg but this annoying mech is just annoying, not an experience shifter, if in late games is easy and not game changer why keep this annoying mechanic then? why not just dump it and smooth out the fun experience?
It was made to prevent "Oh, I'll respec this skill into a bossing version right before a boss!" The curve needs to be smoothed out for sure.
Just want to make clear, should I use mirror images as a Spellblade.
Cause I'm a melee. For some reason the images that teleport summons are all mages. They just use their magic abilities and don't go into melee fight like I do.
So the only way I can use them - is running through the mono to the target, making my mirror images taunt the mobs who persue me.
So it seems the images are ablosute useless in 95% the of boss fight, so they can't taunt while I'm in fight. Only if I'm changing the position.
Making the images wear melee weapon and be more like the clone of me will help, but not sure the devs want my game to be easier)
Hi Mike. Are you guys working on any of the missing bladedancer/marksman or rogue skills atm? Or are we still far away from seeing any of those? If not, is there any type of skill or playstyle you are personally interested in to see in the future?
I can't comment on when it will be available but we are actively working on one of those now.
Mike is there somewhere to see the "chance to find a potion" formula ?
On the wiki it says that the chance is greatly increased if your belt is not full of potions, but i cant find a formula...
I don't think we've ever shared it. It's a very significant difference between a full and not full belt.
Lets say you have full belt, would increased chance to find potions make any difference to find potions when hitting enemies?
Or is it almost neglectable
Yes, it does make a difference, it makes the same difference relative to without it as you would with a full belt.
Cool then it can be a good stat investment, wanted to play around potion use items/skills. Seems like thats possible 
does the increased chance to find potions scale with number of missing potions or is it just on/off if belt is full or not
It's just a single full/not full check. It doesn't care what percentage or how many total you are missing.
Oooh, interesting. From just playing I thought it boosted the chances to find potions the less full it was.
So with 11/12 potion slots and 0/12 would have the same effect then?
Pog 
yes
Is that separate from or in addition to the check on whether there are enough potions nearby a potential drop location to fill up your belt?
don't know sorry, not quite sure I understand the question actually
do potions on the ground affect drop chance for additional potions to drop, assuming you just let them gather on the ground without picking them up?
should just be
potion drop chance = base drop chance * full/not multiplier * (1+increased drop chance) * drop chance multiplier from having enough potions nearby
no?
Mike the all knowing 
Lets say you have summon zombies on potion use and you use a body armour that says "Throwing an Acid Flask consumes a Potion in order to throw an additional flask"
It says the additional potion will trigger other potion effects, does that include the zombie summon?
Offline cosmetics when? I play offline and bought DLC and yet I can't equip cosmetics while offline.
Last question then Ill stop bombarding you with questions 😄
Any specific reason you have that hat in your picture?
I don't see why not. Seems like it says pretty clearly that it will work. I'm kinda not fully commiting because it is a little odd and I haven't tried it. I would call it a bug if it doesn't though.
I really like alice in wonderland and I often use the mad hatter or some variation of that as a gamer tag.
Yeah I mean it should work, hopefully!
Aaah, thanks for answering Mike 
i just remembered there used to class specific cinematics. why where those removed?
They didn't line up with the changed opening to the game.
How much health does Aberroth have?
Is there an option to get RAH rune separated image?
I don't think we've shared this but it might be on tunklabs
Thanks Lord Mike.
It's time to share it, for the science.
I wanted to farm a bit of "normal" timeline bosses to unlock the normal versions of blessings so that I can use them on my new alt characters, but I noticed that the Glyph of Envy siphons stability to the empowered version even if youre running the normal... Is that intended? I know the gameloop is designed in a way to basically have no reason to do normal monoliths once youre in the empowered ones, but in this fringe case of unlocking blessings for alts, being able to dump Envy Glyphs to speed it up would help tremendously.
Yeah it's intended because the requirements for stability under empowered timelines will more hard, so glyph of envy can boost up the progress but still promise it'll not too overpowered.
For example, 750 stability is required to access the abomination but 300 stability is enough under normal timeline, 120-165 stability per envy. You need 2 envy only to challenge the boss but 5-7 envy is needed for empowered timelines. The progress of normal timeline suppose to be fast so players can go to the next step quickly and don't need envy's help.
Guys, is it possible to somehow know the armor values of bosses?
Also, does armor go into negatives if you shred enough of it? If so, does the same armor scaling formula apply to it?
0
Yes
Same
Just to be sure, the "burning dagger" from cinder strike, it does not benefit from cinder strike tree, right ?
And also, on the cinder strike tree there is a node that give "more burning dagger damage", that also boost burning dagger from the "pillager's gold" unique relic ?
Okay, that makes sense, thanks!
I remember those as well. The problem in the world of Last Epoch is all the Rogue's fault! 🙂 If the Rogue did what she was paid to do, no corruption!
Is the soundtrack found in game's directory going to be added to the Steam library in the future?
I'm sorry if this was already covered but are there any external factors that influence the results of the empowering via nemesis? Such as character level, corruption level, area level, etc.? Or, do I have just the same chances on each mod regardless of all these factors?
#👨┃ask-the-devs-not-support-no-bugs message The answer in past
Thank you very much for the link. I'm kind of a discord nooblet 🙂
That's the plan. It's supposed to already be there. I could have sworn we had it working before.
I know that it's also coming out on Vinyl. I pre-ordered it a while ago. 🙂
hi , my question is about legendary crafting -- what is the design philosophy here , the system can be extremely excruciating to interact with . i've had many super rare items with 2-3 LP that just got completely destroyed items that i will prolly ever see again in maybe 100-200 hours of playing. have you guys ever considered to make it that at least the t6-7 will always goes through? or will it break the system all together? i'm curious here because the frustration right now is too big.
We have considered that yes. It's basically that we don't presume to know which mods you really want to get on the item and we try not to put extra bits like that in when it can be avoided. It is a difficult thing to reconcile the feeling of potential power that is lost when it doesn't grab the affix you were hoping for. Most of the time it is possible to at least set yourself up for a situation where the outcome options are at least good even if it misses.
having tiers 6 and 7 always going through can be useful and can might prevent a huge amount of frustration . as i think almost everone knows in advance which stats they want/need. and items with multiple lp will still not be perfect unless its an item with 4 t6 affixes which is probably not likely . but slamming a 2 lp helm from aberroth with a helm with t7 bis item 2 very good stats and 1 horrible one , and it fails (took 1 t5 and the bad t2 affix) can cause a lot of frustration . i'm glad at least you guys consider this
Is a search function planned for prophecies?
I'd love to search for things like "Giant Scorpion" , "Exalted Sceptre" or "Temporal Sanctum" and it highlights those prophecies like it does for maps in monoliths.
Not that I know of but you can drop it in #1210282176680169562 if you'd like us to consider one.
Would love to but I don't have the permission to do so 😋
you don't make new post, you add it under the right post, they are divited to different categories
I think the frustration here is that with the current system quite often a failed 3LP ends up being worse than a successful 1LP, which ends up having a very anti-climactic / deflating "feel" for players after the rush of getting such a rare drop coupled with the sense of accomplishment following the immense effort that goes into crafting an exalt worthy of such an (often) rare drop.
Eg. if I am INT stacking, a 1LP body armor with "only" 24 INT added from a T7 is going to be much better than any 3 T5's of any other affix. Not that I'm saying it "should" be changed, but I can't think of a scenario where a player would ever not want the exalted affix, maybe unless there are multiple but that's a rare situation.
excelent argument , but my problem is... i just got a 2lp static shell i've looted maybe hundred of them and this is the 1st time with 2 lp but i have 0 motivation and i actually dont want to go slam it because the chance of being just heartbroken is something i dont want to deal with hence my problem. i should be happy for getting something like that but i'm not...
Agree 100%. Feels incredibly bad to miss a T7 throwing cost mana red. on a 3LP item, for example. Its hard enough to find a T7 eexalted to slam, to miss a slam on a 3LP is brutal
does LE have something like fracturing items how similiarly how it is in PoE?
yeah, "glyph of despair" is what you're thinking.
.
Mike, would you ramble a little bit about Melee vs Spell Builds?
Spells have built-in Flat Damage, but Melee skills largely have a base damage of 1. Take Sentinel as an example: Smite has 30 flat damage, with Added Damage Effectiveness of 150%. Rive has base damage of 2, with Added Damage Effectiveness of 100%.
This leads to Melee Builds always wanting more Prefixes on their weapons than are available. Flat Damage, Added Melee Crit, Attack Speed.... and that's not even getting to modifiers like Crit Multi and %Increase Damage, which often fall by the wayside on Melee Weapons because of the need for the first 3 affixes I listed.
Spell Builds have flat damage built in the skills, and are unable to build Flat Damage on their weapons (except niche cases like Flat Spell Dmg on a 1h Sword, or Lightning Flat on a Sceptre.)
I assume this difference is intentional. Could you talk a bit about what that difference is trying to achieve?
The forge strike node Bellows says stun chance applies to DOT, is that just global stun chance or does this include melee stun chance as well?
I think in general a lot of skills suffer from just flat out being awful, but I think it's a mix of early concepts not really being expanded on and the direction and growth of the game changing.
Also some skills were just never viable to my knowledge. I think there just needs to be a set expectation for how a skill should perform.
Should every skill be as strong as chronic fissure? Or should ever skill be closer to something like static orb or upheaval in terms of power?
not sure if this is the correct channel, but once the Cycle 1.1 ends, does the stash from 1.0 disappear or it's permanent?
It gets transfered to legacy
1.0 is permanent
i mean the 1.0, not the 1.1
Depends on what exactly you are asking.
The remove only tabs from 1.0 are not permanent, but afaik there hasnt been a timeframe set to remove them. Last i heard they would be around for a while.
If you mean your stash configuration/customization, those get reset everytime
yeah, i meant the first one, ty
I have a crystal skull that has +6% spell crit implicit. When I look at lastepochtools in the crit chance breakdown, i can see that the actual spell crit chance is 5.59 (which rounds up to 6). Does the game calculate the final crit chance using the accurate decimal number (5.59) or the rounded up nunmber (6)?
It uses the decimals
ty
Most stats are like that, including crit avoidance and resistances, you can have "75%" resistance without being capped
but would it be correct to think that if you had three 10% that actually are 9.5% it would show 29% not 30%? so even in the worst case you are never fooled by more than 1% in the end
Yes
Are you sure that it still uses decimals? I've noticed recently, not sure which patch, that it no longer shows +0 or -0 in the item compare tooltip where previously it almost always would (which you could use to tell which had a higher roll). I just did a "test" where I grabbed a bunch of +3% crit daggers with varying range rolls and tried them on one of my characters that has ~1000% increased crit chance and my crit chance didn't budge one bit, where I would have expected some random variance +/-5% or so.
I thought I was but I wouldn't bet on it given what you've just put. However, the question above was more asking if it rounded each stat individually or if it rounded the final product. So assuming that it still has decimal values possible, yes.
Oh, I realize now I didn't use very accurate wording there; where I was questioning the decimal use, I really just mean that it appears item stats are now "what you see is what you get" rather than having a hidden decimal accuracy based on the roll (I guess more aimed at the original crystal skull question). Thank you for the clarification!
Maybe this is silly… but the #1 thing I would change in Last Epoch: Increase the gold pickup radius
It’s astoundingly astonishingly small right now and it just feels so bad having to be near pixel perfect to pick up gold.
Thank you for your #1210281911872786482 #1210282176680169562
Is there a known schedule for patches? It looks like we had it weekly but there's no patch today. I assume they slow down and eventually stop after the cycle has been out for a while but I wasn't sure if there was a schedule communicated.
i controller support still being worked on? i am in a situation where I can't use m/kb anymore due to health concerns
It's a little more ad hoc right now.
Can a nemesis empower a unique to have lp4?
All of our control schemes are still being worked on. Controller is generally very playable. There are a couple character types that are better to control than others still.
Yes, don't get your hopes up
thanks for the reply. I love last epoch and i like swithcing back and forth between this and D4. Is hardcore mode viable even on the builds that are "less controller friendly" or is that determined by the skill of the player? 😉
There are a few that would be very impressive to make it deep with on a controller.
any patch will be released this week? Many bugs are waited to fix
I don't know. Probably not as we try not to put them out on Fridays.
🤔 A new question which I'm interested in is why EHG try not release patches on Friday
We like having weekends and releasing a patch on Friday increases the odds that we have to work over the weekend. We will do it if it's important but if a patch is non-critical and we are mucking about with last second changes to fit it in on Friday, there needs to be a good reason.
Please add a setting to make cursor larger. Thing is always getting lost in the chaos
Don't know if this has been discussed before but what about removing the regular monoliths and just have the empowered ones when there are more campaign chapters and dungeons so that players can level up a little more?
@regal stratus that's incorrect. The game uses 6% not 5.59
Conflicting info.
In software/game development in general, releasing on Fridays is just asking for trouble. See the recent CrowdStrike fiasco. (Also, I work IT for a rather large organization)
Check FrozenSentinel's youtube channel he has a video on this exact topic, testing has been done. Affixes roll a decimal value which gets rounded. The rounded value is the actual value used for display and calculations
So what if you have 3 of the exact same numbers and an effect needs to check which one is the lowest, with no fallback? (Pebble’s Set)
- If the prophecie1 LP, does that mean 1 LP is guaranteed, but it could be 2+ LP?
- Is the probability of getting 2+ LP the same for regular prophecies and prophecies with a guaranteed 1 LP?
- Legacy(non season): How long will the items in the stash from previous seasons be available? Can they be stored there "forever" by taking 1-2 items as needed?
Thanks
Mike, can a nemesis add 4 affix + 4 sealed affix to an unique item ?
I saw someone get a hellreach bow with 2 prefix + 2 sealed prefix from nemesis.
I assume it can add up to 4+4 right ?
@somber marten No, he linked it in global chat.
His hellreach unique bow had 2 prefix and 2 sealed affix (i'am pretty sure it was 2 sealed prefix)
it was something like +bow attack speed +bow fire flat dmg +bow physical flat dmg and something else about +fire dmg
Edit : Maybe it was a visual bug tho, he had his 2 prefix -> the unique item affix -> 2 affix. i didnt check if it was written "sealed affix" maybe it was separated by the unique affix due to a bug
Pretty sure an item can only have a single sealed affix.
Campaign chapters added in 1.2 will complete it? Or there are some more revamps planned for future?
- #1210282176680169562
- There was technical limitations. Progress have been made, it will probably come one day
Is there any future plans for allowing the offline mode (with chat service, so not really 'offline') be able to use purchased transmog gear? Wouldnt that just be another micro service like the chat that would allow verification of transmog gear purchases? I kinda understand why true offline mode wouldnt allow this, but it sure would be nice if I could use the supporter items.
You can use YoloMouse to do this too, it's greenlit by the team 🙂
Bumping this question for Mike about spells vs melee
Only kickstarters which left their names on the hallow graveyard can reveal the waypoint on this place?
Tiebreaker on that specific set is whichever is listed first in the description (fire > cold > lightning). Not sure if there are many more effects like this.
1.2 will not complete the campaign.
I sure hope not. That wouldn't be ideal.
Any ETA on Bazaar UI and Search function improvements? 👀
Do you know where the waypoint of hallow graveyard is?
Lemme go check
Not that I know of. Something must have gone wrong with the first batch.
There is no waypoint, it's using the wrong UI element on the main map. I'll let the team know 🙂
😵 Well figure this puzzle out since now at least
I don't think it's super deep really. I'm probably going to leave something out by accident and if Holly wasn't so busy I'd ask her for more details. It starts with it being as simple as just variety being the spice of life. Gearing a character is like a puzzle and if spell and melee are different then you can have a new experience by just changing character types. Class identity is one of our design pillars after all. Part of it is also to convey a different fantasy. Weapons often have a bigger emphasis in your overall combat effectiveness from a raw damage standpoint on non-spell styles. Like a giant sword is going to hurt a lot more than a little dagger but a fireball is a fireball regardless of if it's cast from a staff or a wand. (Not a perfect example but I hope I'm making some sense.)
This is not to say that it sets us up for a perfect mechanical balance situation at all and there are some unintended quirks of the system that we try to balance. I think that the biggest issue is generally in the power curve. When in the character progression we see power spikes.
We would very much prefer to do that. I don't have any information on if it will happen any time soon or not.
Does the Xithara's Conundrum amulet only apply the More Phys Damage multiplier to your % Increased Phys Damage stat? What about your total outgoing physical damage etc? LETools seems to suggest that it only applies to your % Increased Phys Damage stat
It applies to your physical damage.
I like your description of the fantasy aspect of it. What about the flat damage prefix on a weapon?
Is it just for sake of being different puzzles, that spell builds are largely unable to craft flat dmg prefixes?
Would it be possible to get a definitive answer on the rounding discussion earlier? I haven't tested it recently but I know for a fact that some stats didn't round a few patches ago when I did test it, and I doubt that everything suddenly rounds now since stuff like mana cost is now shown more granularly.
Maybe the flat crit affix is special because from tiers 1 - 5 it can only have a single whole number outcome and as such is a niche case where you guys do round it? (As in a tier 2 flat crit affix always gives 2%)
I think it's kinda the same thing really. It's a bit of a bigger stretch but the way I've always thought of it is that a flaming sword intuitively deals added fire damage but a flaming wand doesn't necessarily make the fireball bigger.
I don't have time to check right at this moment but I can find out. This is something that we really big time mega should be patch noting and I would be super shocked if we didn't. So if it's not in the patch notes I'm pretty confident nothing changed.
Alright thanks Mike, yeah I was just a bit shocked when people said that it did round since I had heard nothing about that lol
Let me ask the question in a different way. Does the amulet increase a completely naked level 1 character's physical attack damage?
Yes, it's an independent multiplier
Does lenses stack in CoF? Thank you
Yes, the ones that don't say so, example being the one that gives double reward
Yes. Think of it this way, if you had a passive that said "+25% more physical damage". What would that do?
Well, it might specifically mean "increased physical damage * more physical damage".
So if my Rive chatacter scales increased damage ONLY with Strength, for example, I have zero "percent increased physical damage". @clear galleon is worried that such a build would not benefit from a Xitharas Conundrum.
"increased" is calculated as (1 + increased) multiplied by everything else. So unless you have 0 base damage somehow it'll work
And even at 0 damage it's technically working but you can't multiply something by 0 and not get 0 since it's the identity
As in let's say we have a skill that does 10 physical damage and are otherwise completely naked with no bonuses except the amulet. It'd go like this:
(Base + (added * added effectiveness)) * (1 + increased) * More1 * more2...
So in this example we'd have
(10 + 0) * (1 + 0) * 1.3 = 13
The xithara's is the 1.3
3xjW_sRvT6A on youtube might answer some of your questions (or even just the pinned comment which does include a dev response)
Thank you for the confirmation and explanation, all. Only asked because LETools attaches the multiplier to that specific stat.
you can increase cursor size in the windows settings. it apply to last epoch.
Mike do you know how much sealed affix we can put on a legendary item from the nemesis ? i saw someone with a bow with 2 sealed prefix.
I'm a bit late to this one but I wanted to add my context as I spent several hours testing this exact question on stream a few weeks ago.
TLDR; I generated a 2.5% crit prismatic gaze, and a 3.49% crit prismatic gaze in offline. Both showed as "3%" in game, then I got a bunch of increased crit to put me at the point where the 3.49% "should" put me at 105% or something crit, and the 2.5% would have put me at 95% or something crit.
The testing confirmed that in both cases the items did actually behave exactly as their display value indicates, not the internal rounded values. cc @crude plover
edit: Also the stat sheet did show the actual "crit chance" value as the same, which was different than the value provided on LE tools
Yeah it must've changed then since it used to use the actual roll value and not the rounded value, I checked this back then with resistances as you can have what displays as 75% resistance without actually being capped at 75% (as shown by the physical resistance in the picture)
this was either 1.0 or 0.9 i can't remember
so it must've changed somewhere around 1.0 or 1.1
It's a good change don't get me wrong, was just surprised it went under the radar for me lul
@crude plover while that testing methodology seems reasonable, I am a little bit weary about using the character sheet itself to confirm whether or not mechanics work a certain way, it's probably fine, but the crit test is more of a boolean true or false, it either works or it doesn't. I guess I just struggle to trust the char sheet as an absolute source of truth for how the game actually works
edit: I am more saying that (without seeing the game's code of course) I can't know that the character sheet numbers and what actually happens when I use an ability are exactly the same. Could the logic used to calculate the char sheet display values in the UI not match the logic used during damage calculations in combat? Maybe, maybe not, but I can't know that.
Well i would compare it against my character profile in LE tools and it would reflect what was expected, as in i'd have like 74.7% resistance or something and that's the one without parentheses and any over 75% would have it
so yeah it's not flawless but should be pretty solid
Here's one where my void was under 75% and my cold over
Ah gotcha, yeah there's no real way to know i guess unless we had perfect ways to take consistent damage high enough for small changes like this to matter
It very much used to be different than it is now. This was the most problematic on items like Hakar's and Aurelis that have +(1-2) levels to skills - it allowed you to dual wield two +2 items and end up with only +3 total. It seems like that is fixed now though, as well as all other stats with roll ranges.
Could be confirmed on dummies using high DOT damage (like locust swarm or rav aura) and items with the same visual range, but we can also wait for Mike to get the confirmation whenever he's able.
There is a way to do that actually but it's super annoying, you'd need to wear a titanheart and self bleed yourself for enough damage to where a 0.1% difference in resist would matter
I rarely play DoT builds, but I am assuming that DoT ticks are excluded from the damage variance logic seen in hits?
@crude plover @pine chasm here was the test actually https://www.youtube.com/live/oepV36_PBZo?si=pb0sc1enzLAaJdbd&t=13999 - I tested with a 3.50% prismatic (displayed as 4% in the UI) and a 3.49% prismatic (displayed as 3% in the UI) - the "4%" prismatic gaze me 101% crit on char sheet, and the "3%" prismatic gave me 90% crit on char sheet. If they were using the rounded value actual crit would be around 96% for both, however when testing the char sheet values were correct which indicates the rounded value is used
so 75% capped cold resistance means it's 74.6% -74.9%, 75% uncapped void resistance means it's 74.1%-74.4%, both of them will get zero bonus damage under empowered timeline?
My fire resistance is the letter, 75% uncapped
When the character sheet shows 75% (75%) that means you are in the interval (75, 75.5); if it only shows 75%, you are in the interval [74.5, 75] and will take very slightly increased damage unless you're exactly on the end point of 75%.
With the changes discussed, this kind of distinction should never happen anymore - you should always land exactly on 75% (so you won't see 75% (75%), but you won't take extra damage). That is, unless they (re)add a source of "increased elemental resistance" which could put you at a fractional final value.
actually 75.5 would round to 76% since it uses bankers rounding, just a little nitpick
😂 Remind of a question then...How about 75%? the resistance is 75%, nor 74.9% or 75.1%, what will be happened
right now if it says 75% you're capped
even if it doesn't have parentheses, i'm guessing they might only appear when you're above 75%
Any chance the prices of separate MTX stuff (not the bundles love those) can come down a little in the future? for context i just spent $15.40 AUD (Australian) for 100 points to get 1 item a helm mog 😄
I used the curved brackets for non-inclusive and square for inclusive 🤓
(but I guess that means the 74.5 one should be rounded down to 74?)
🫡 A puzzle is spawned and inspired me to post my suggestion in #1210282176680169562
My feels when only have Canadian pesos 😦
@pine chasm from testing it seems like 50th percentile rounds up when converted from the 0-255 value stored internally to the value seen in game
Hi Mike, Dev stream tonight / this afternoon N
what kind of armor mitigation are you balancing content around for classes that are using it, but not stacking it excessively? for abberoth as an end game measure
it uses bankers rounding
uh I'm not sure on that actually, I believe 2.5% rounded to 3 iirc, would have to go back and check though
Atleast according to dammitt, Mike might be able to confirm, think i've brought it up before though #❔┃ask-the-community message
@crude plover found my test for that one too; 25% roll (2.5) rounded to 3, only 24% (2.49) rounded to 2 https://www.youtube.com/live/oepV36_PBZo?si=Ihh5AE12iw4p-ZNj&t=12962
I haven't worked with C# in a bit but it seems like the default rounding behavior is to nearest even (bankers) https://learn.microsoft.com/en-us/dotnet/api/system.math.round?view=net-8.0&redirectedfrom=MSDN#System_Math_Round_System_Decimal_System_Int32_ unless I am missing something it seems EHG would have explicitly specified a different rounding mode. Unless they used their own form of rounding with some logic using x * (10 * desired precision), then floor / ceiling, etc. then result / (10 * desired precision) or something like that. Maybe they went with consistency of roundup over the uniformity of toEven to avoid potential confusion
Could have also just changed with the change
It was using Unity's MathF.Round() in the past which uses banker's rounding, not sure whether it uses it now. There was a change back in 1.0 (I think?) related to how stats are formatted for tooltips on items etc, but this was more of an internal logic update. I didn't bother to check whether rounding for rolled stats has changed, maybe it did. Please ping me when Mike or other dev replies, so I can update LE Tools logic accordingly.
Hm, I checked the code and it indeed has changed for the better in terms of using the logic for rounding in one place. But for instance for the crit chance stat the resulting value would be calculated via Mathf.RoundToInt(rolledValue * 100.0) / 100.0, so it's not rounded to int, but rather to two decimal places. So yeah, I'm not seeing how it fundamentally has changed, unless I'm missing something...
For crit chance, shouldn't two decimal places be an integer display value? (I'm under the impression that they use 0.01 for 1%, based on some of the tooltip display issues I've seen)
Oh, that makes sense actually :o
Yeah, so basically now all stat values are rounded to ints. I'll update the logic in LE Tools later today.
Strange, https://docs.unity3d.com/ScriptReference/Mathf.RoundToInt.html seems like it would still do a round to even, but that conflicts with initial testing where 2.5 rounded to 3, maybe I'm just too tired for this tonight 😄
According to that it should be the following for a 25th percentile prismatic gaze (rolls 2% crit to 4% crit):
- 64 / 256 = 0.25 (percentile)
- 0.25 * 0.02 (the roll range) = 0.005
- 0.005 + 0.02 (min value) = 0.025
- 0.025 * 100 = 2.5
- Mathf.RoundToInt(2.5) = 2
- 2 / 100 = 0.02
- 0.02 displays in game as 2%
But instead it shows as 3%
why does shield rush still doesn't regenerate mana while channeling, while any other channeling skill does after the channeling skills rework?
Most likely because shield rush does not have a channel cost
makes sense 👍
Roll value is calculated as value / 255f, so it's rounded to 3 in this case.
I'd communicated with a indie game developer today on how should the game studio promote their works, my opinion is we can join in more game events or exhibits, provide game demo to increase the amount of wishlist on steam when this game not ready to be released.
But that developer don't agree with it, he thinks it'll spent too much resources and get nothing back because you must find accurate player groups from a big market and players who wiling to wishlist your game. Plus cost your time to contract with the official of the exhibits/cost money on adding hardware and the space is expensive, so it's not a deal worth to do.
PAX west is the game exhibits which I knew since 2023 and I guess LE had joined in it before?
How EHG think of the relationship between the return of game data/gameplay suggestion/wishlist amount and the cost of employers/hardware/space? Which attitude EHG keep on this topic?
(Chinese market is different with global market so I want to learn more on global market too)
If you run Focused Runewords in the Runebolt tree, the node that always randomizes your combination, and run Abacus Rod the wand that has effect that your Runebolt will always match the last skill you used directly which had a single elemental tag which one will take priority? Will it be always random Runebolt combination or Always the same
any place we can give feedback? e.g. don't make us hover boss with our mouse before the big HP bar showed up. I'm sure it wasn't like this before 1.0
i was wondering if there was any minutiae to how the drop weights for class specific items work. obviously i get the most drops for the class im currently playing, but how low is the chance for items for other classes? and does it have any effect on class-specific uniques?
Let me test that for you
tyty, especially curious how it works with the spell cascade node from invocation, that casts random skills, and let's assume we have all 3 elements on the bar besides runebolt for our invocation
when does trhis cycle end?
20% for off-class items. Uniques and set items drops do not have any weighting.
Dev, funny question: do people would go to you and say: "No way, the game is too hard!!!" then few hours later they'll go "The game is too easy, what is this?"
We don't have a fixed date for the cycle to end yet.
ty
Rarely but I guess
That's a gigantic question and I can't really answer it properly. (Partially because I'm not really sure what you're asking)
The value of going to a convention is extremely difficult is gauge. They play double duty for us because we are fully remote so it's like a team building event at the same time.
Wishlists are very important, mostly just because Steam notifies them all when a sale happens. So they are like a free advertising bump for any sale you do.
There is generally no shortage of suggestions. (Except specific skill suggestions apparently because I went looking for several this week and some skills were bone dry).
The value of all these things changes as a game grows and figuring out what each game needs the most is probably one of the hardest part of overall game development.
If we go with 25th percentile using 0 index numbers then we would be doing 63/255 = 0.247 which should round down to 2 then, no? Seems like we might have a small upward bias in the math here
Legacy(non season): How long will the items in the stash from previous seasons be available? Can they be stored there "forever" by taking 1-2 items as needed?
lol I don't get where you maybe don't get...
There is generally no shortage of suggestions. (Except specific skill suggestions apparently because I went looking for several this week and some skills were bone dry).
What are you mean?
so if a game studio don't figure out the hardest part, you'll not suggest they join in a game exhibit yet because they doesn't own a clear direction?
Any chance we could know which skills you came up empty on? I'm sure the community would happily overload you guys with suggestions. 😂
We don't have plans to delete them but we aren't prepared to give you a forever. We will send out a warning before we do it and I'd estimate years before items are deleted from that but things could possibly change.
I don't really want to call them out specifically because I did find suggestions, just couldn't use any of them.
Hi Mike. Can you tell me the reasoning behind using the reroll chance method vs a weight system for uniques?
Very understandable! (Not to mention, if you did actually answer here instead of a dedicated channel for that kind of thing, it would very likely derail the channel for a while lol)
There is a really good math reason that I always forget. Holly has possibly posted it in this channel before.
I actually tried finding it but couldn't find anything. That's why I asked. Not in discord, forums or reddit.
I still don't know what your original question actually is.
Based on your reply I think you are asking:
"How do you determine if going to a trade show is going to be worth it or not?"
It's different for every game and you have to weigh all the things you said above. Chances of getting short term returns are very low.
I think it has to do with maintaining the relative rarity between items when adding more to the pool.
Doesn't a weight pool achieve the same thing? If you add a new item with a weight wherever you want to place the new unique (let's say 0.02), it's much the same as adding reroll chance of 98%, no? I'm just curious and actually in a debate about these systems currently, which is why I wanted you to clarify it 🙂
Yea, I can't quite remember the exact reason.
I took a quick look through some messages that I thought might contain it but I'm not finding it.
Hi there. The questions:
- How does "Mark of the Rot" working with "Time lord" node in Anomaly skill tree? Does it gives +void damage taken for whole duration of the bubble or it takes it's own timer that described in tooltip?
- Does "Lingering Memory" prolongs effect of "Mark of the Rot"?
- Mark of Rot is unrelated to the time bubble, it only applies for the duration it says. Time Lord doesn't change which enemies are targeted by Anomaly's effects (which apply Mark of Rot), it only changes where the bubble goes.
- No, only applies to the bubble's effects.
Thank you for response 🙂
Unfortunately always the same. Abacus wand is very hard to get any worth out of because of this 😪
Item trumps skill change
I wish it worked that way, but none of the nodes which change stuff around when you can runebolt have any effect when abacus wand is equipped. Makes it nigh impossible to get the passive stacks regularly. I do wish they'd change that as I see basically no one using the wand (since ladle is just so much better) and I think it's actually pretty sweet of a wand.
I don't know if we have this question but is there a chance to dual wield any type of one handed weapons????
no. certain classes can only DW certain weapons found in their passive tree nodes. also some weapons can never be DW, like wands and sceptres
Is there is more specific news about FPS, freeze etc except "we think/work" and recommendation except "Windowed mod and confining the cursor to the game screen"?
Tell please honestly: is this the problem of Unity and should not wait real improvements or it's not a priority?
Give me some specifics please.
Thanks
On my end the windowed mod and confining cursor, is not required anymore. That was only for dungeons and on my pc I don’t need to do that anymore. For FPS drops they were gathering specific echos/places that they were bad and it should have been sent to the team to investigate further (than what they already have done). That’s all I can tell you from experience and from general chat. What they’ve said is that they are always working on improvements but I don’t know any specifics. Maybe Mike will give you something better
Lol, what type of specific news are you hoping for?
Anyway, there's a discord thread on the topic
https://discord.com/channels/368953963267096586/1232339048425590785
I just spent about 2,5 hours sorting my 20ish Unique stash tabs. While doing so I was wondering how the "sort" button/sort algorithm works and whether its possible to add enhanced sorting options like sort by type (e.g. Wand, Sceptre, Boots) or even a little more enhanced: sort by type and subtype (e.g Boots + Mourningfrost). Is it possible to get insight into the code for the sorting algorithm or is that sth that cant be shared publicly?
Hi Mike, does this idol affix affect Summon Bear using Swipe ?
Edit: And does it affect the Retaliate Thorn too ?
It isnt obvious?
When I can play at 120+ FPS with my 6900XT at list fullHD medium preset?
Is official recommendation is:
https://discord.com/channels/368953963267096586/1232339048425590785
Turn on Streamer mode
Swap from Borderless Window to Fullscreen
Cap FPS at 60
Disable VSync
Disable Max Frame Rate
Disable Background Max Frame Rate
It's not help, fullHD low preset too drops FPS to 10-20 sometimes at 20+ mobs with DOT or area dam.
LOL?
I dont know about improvement for it but Mike did explain how it works in a stream
Iirc when you press the sort button, it pulls everything out of your inventory, sort them by size, and start filling your inventory from the top left corner
Bummer, dude
Also, this isn't a support channel. Which is probably what you'll be told
I know, but I want to hear it from Mike.
It does also sort by type and subtype now after size (so uniques that share subtype may get mixed up, but otherwise it makes things look pretty nice)
No but you do get more of the encounters.
General performance continues to be our number two property just behind multiplayer stability and performance. I don't have any details on specific targets.
From what I see on Reddit, discord and on our forums most people have experienced the significant performance improvements that we have rolled out over the last few major patches.
I don't know why some systems seem to be impervious to the updates.
I'll be happy to check during the week when I'm at my computer. (Hopefully my power is back up by then) But swipe should work and thorns should not work. Thorns is like a passive node and swipe is like equipping it.
I went and tried Swipe, I realised I had some idols in legacy. It does affect Swipe CD
Nice, working as expected 🙂
The wording distinction is that it says the bear can use swipe so it's going into his normal ai pattern.
The thorns is referenced as an effect so it is acting like a passive.
How's the current Merchant economy? would I be fricked starting on merchants guild now or would I be ok? I heard about some gold bug
I have a question about Minion Snapshotting
I am sure you have seen the suggestion plenty of times, in order to prevent snapshotting every time you change your gear your minions resummon.
Is there smth preventing a similar solution ? I am guessing there are a few things, and I am curious to know
It's currently fairly inflated at the top end but that doesn't mean it's impossible to get into starting now. It's actually really easy to get very good gear right now.
The way the summoning and stat application works, in order to do this, it has to resummon them. Being able to do this whenever makes quick swapping your gear a minion health potion of sorts.
Oh ! Never thought this could be abused that way
Yea, we are working on an approach that would get around this issue though.
Currently the falcon resummons crazy frequently.
But it doesn't have health.
If a Void Knight used Erasing Strike in lore would it permanently kill undead elites of the Immortal Empire? 🤔
I think that if the enemy was powerful enough (like the immortal emperor) it wouldn't work
Why are there only 3 unique maces in the game?
....could someone awnser this question for me please.....how come in this game a hack and slash is coop pretty much non existent? You have to either ask in discord or in global chat. Which nobody responds anyways. It can't be that hard to add some kind of coop to this game better than what's going on. Maybe go takes notes from D4 or POE it's not the greatest but at least it's something
TLDR: it's something they would like but haven't gotten around to since other things take priority. If you have any suggestions please post them in the #1210282176680169562
Ya some reason won't let me post there
Because we don't really try to make equal numbers of uniques for each base type and we have only had 3 that we've wanted to make.
Milk or cereal first
everyone knows the maple syrup goes before either 🇨🇦 🙂
Is there a known issue where if you defeat your first harbinger in a party on someone else's timeline, you get locked out of doing empowered Mono's?
My buddy has played with me the whole time. We are running alts. We defeated the level 90 mono together, faced the harbinger, killed it, then went to the center area where we got the cutscene. He is able to go to the forgotten knight area. We have since beaten more and his quest is "Kill a Harbinger in a 150 corr timeline", but he is unable to select Empowered timelines by himself
This channel is specifically not for bugs sorry
I don't eat either but when I did, cereal goes in before the juice.
The only thing that comes to mind is if he didn’t have the stability to do the bosses. So he can do the bosses with you but if he didn’t have the stability it will not count towards unlocking empowered monoliths.
hey can we get a word filter? i feel it could combat the gold sellers. also does blocking sellers only block the character or the whole account?
Primal bear's swipe wouldn't benefit from the node that gives swipe lightning pen per attunement right?
Does the added throwing damage at 50% from a spear keep its type of damage? I.e. Is 50 void melee damage converted to 25 void throwing damage, or to whatever type javelin is?
mechanics question - so Storm totem can cast storm bolts from gathering storm. The bolts have no melee tag, but gathering storm does. In that case, does melee minion attack speed apply to the storm totem? or only totem cast speed?
Cast Speed, because they are casting Storm Bolts, which is a Spell
99%sure it keeps its element > Melee Void become Throwing Void
Mike, would you like to share two examples about
- How environment artists cooperate with level designers to avoid potential broken bugs, block-view issues or boundary of map issues?
- How environment artists iterates on their works? From where they go to get inspired to they get the permission of CEO and consensus of another colleagues?
Or do EHG have any interview videos are available to introduce how this area works inside? I want to check out. (What I seen on youtube is all about introduction of patch notes)
If you could give it attunement it would but because you can't, it won't.
yeah i figured
if it makes you feel any better, an extremely small percentage of spam makes it through. (it blocks the account)
No thanks
We don't have any public videos available detailing the development or design process of how level design works.
I just don't know what I could say that's not just obvious. Like, they talk to each other and we test it.
oh so EHG prefer to keep these progress as secrets, ok
I mean, we don't have any private videos either
oh do you mean EHG don't have accurate answers for them because they're still exploring by consistent trial and error, these results isn't the final and still possible to iterate?
No, I just don't think we do anything special in this regard really. People work on it. They communicate their needs with each other. We test things. Like this is just general software development stuff really. Not even software specific. Just like last time, I'm not really sure what you're after that has to do with LE.
I want to learn more on experience of game development from LE to know how an indie game studio works in general.
At this point, most indie studios are much smaller. Back when we were of a more typical indie size, it was the wild west by comparison.
yeah this is the intended direction of an indie game studio will go. How a game company works on game art is what I'm interested, I suppose LE must have shadows on it as the time going.
I also don't work with the art team much at all any more so I don't really know what their day to day is like any more.
🙏 Thanks.
Does healing hands intentionally not work with warpath? I feel like it would be a fun interaction at like 1 proc/second and make warpath feel really good
"When you use a melee attack..." only counts the initial activation of a channeled skill like warpath. So it doesn't count channeling it as multiple uses. It's the same general rule for all channeled skills when a description says 'using' a skill. It's always been like this in LE
@placid plinth can I send you the photo of a tattoo in direct message
Also they don't accept direct messages
Yeah, but I promised him to send one after the tat is done and I'm not comfortable to post it on Reddit because there's to many haters there so maybe 😄
I know this sounds tongue in cheek but I swear it's a completely serious question. Why does Last Epoch take so long to launch? It takes easily three times longer than any other game I own and I've run some pretty graphically heavy games. I bought a new desktop beginning of this year and Last Epoch is the only game that takes double digit seconds to launch.
Are the Summon Mirror Image minion's spells random? It says fire ice and cold damage on the minion tag but i think i only see them cast some sort of ice spell
oh they do cast fireball..
Definitely, excited to see it.
Not from a pre-designed standpoint but we aren't mad at it.
I was hoping to make a mage minion build but it looks like it's more of a defensive only skill
They are not really an offensive powerhouse. No support in the passives or uniques or idols or items.
We're probably just pre-loading more stuff than most of the others. We could probably do a better job at spreading that load out over the time you spend in the opening menus.
Not a question, but just thank you for the changes to channeling last patch. I am having so much fun with ghostflame now.
Here's to future updates on making it more viable 😉 What about a node "Mirror Imagine uses your skillset at 10% value"
For what it's worth, this used to be my case to the extreme. I'm not exaggerating when I say it took well over a minute to boot after launching it, whether from steam or the exe directly. I had verified game files and reinstalled multiple times with no change
I switched to a new ssd and migrated the game over to it, now it loads in a matter of seconds instead.
Hi there, was wondering when we will see 1.2 patch and the new cycle? 🙂
Do class-specific uniques have a higher chance of dropping while you are playing that class?
No, item affinity does not apply to unique or set items: #👨┃ask-the-devs-not-support-no-bugs message
I'm sorry, we don't have any specific information available on the timing for upcoming content at the moment.
thank you - couple follow up questions due to that:
Since storm totems independently cast storm bolts, does "x% increased/decreased frequency of expending storm stacks" from idols make the storm totem attack faster/slower (i.e. more/less casts per time interval)?
Does cast speed make the totem cast more bolts in a given time interval?
I'm trying to see if cast speed is the attack speed equivalent for storm totem that has specialized into casting storm bolts
No, they don't use storm stacks, they just cast storm bolt directly (similar to the direct cast spec option that requires a staff).
Yes.
Yes, all of its skills cast faster with cast speed, there's no way to spec it to use attacks.
What does “lightning critical strike multiplier” affix does for the mage class? It’s affix that can be placed on the helm and body armor
It increases critical strike multiplier for your lightning damage
When using multi-strike and Aurelis and I have the hallowed arsenal active for each individual attack I would be casting two smites?
Any new news/ hope for consoles? I have so many friends who would love to play of it gets a console release.
Not sure if this is a bug or not, but the aoe spell (small snow storm?) that Mirror Image Minions cast doesn't seem to stack properly. I can have 20 minions all do the same tick of damage only once per enemy if you get what i mean. If it's supposed to work like that, i'll delete this comment
You cast one from aurelis if you hit a boss/rare and one for each sword if there are valid targets or them. The smites that replace swords don't target any enemies hit by the initial strike, same as the extra swords.
We are in very early stages of console investigations. We are looking towards a console release but we have no ETA at the moment.
Would you say there is a relationship between the kinds of weapon bases that get new uniques and the limitations on weapons that can be dual wielded? For example, swords can be dual wielded in off hand, but maces can't?
Possibly but it's not intentional. I think that people just think of "cool sword" before they think of "cool mace" in most situations.
If im using 2 eye of reen would the 5% crit multi per reens ire stack? So i would have 10% crit multi per stack?
No, only things that stacks it the chance to get a stack, but chances over 100% should be useless
"Should" because I have not tested myself but that how effects like this work
hi! how do I trigger bone golem's betrayal node ? triples the bone shatter chance from ally hits ?
Look into Rip Blood
thank you
Yes it doesn't go over 100%
I don't know where else to ask this - My support ticket has been ignored for multiple weeks. How can I escalate it?
Hi there, can you reach out to us via @jaunty pier so I can get some information from you?
That’s awesome though so many friends would pick it up
Yes, thank you. Do I send a DM?
Yep, you message @jaunty pier and follow the prompts, that sends a DM to us here 🙂
Got a random unique item with weaver's will in Nemesis.
1st empower 12 >> 17 will
2nd - nothing!
What's wrong?!
Nothing. Its not a 100% chance to double upgrade
COF player here. I was wondering if any QOL will be given to prophecies. Right now its nearly impossible target farm individual item types due to the amount of clutter of several item types in the same prophecy window. Why am I getting a key prophecy lmao? The amount of rerolls needed is just unfun.
It's possible that we could make those gameplay changes. We don't have those specific changes currently planned. You can make a suggestion in #1210282176680169562 if you'd like us to consider it.
I will say that I don't really think that this is a QOL issue though.
Does LE have vulkan support or does it only support directx right now?
If that's the case, are there plans on implementing support for vulkan?
I think it's pure directx right now. We had some issues with vulkan at some point. I think we are waiting on the engine update to go for it again
I see, I assume it'll be highlighted in a patch note in the future once it is supported, shouldn't miss it then, cheers for the answer Mike :)
Does Lightning Blast's Overcharge double cast/quad cast with Dragonrath's frost claw cast on crit?
Why was Reach of the grave (Unique necro wand) changed ingame model wise? https://forum.lastepoch.com/t/new-3d-models-for-unique-items/48020 according to this patch note and i remember in 0.9.2 beta it looked like i was holding a hand and now its just a generic wand?
No, those require direct casts to work
Sounds like a bug, please report in game or in #1210281997591908452 if you haven't already.
i did in 1.0 when i noticed it so now im asking a dev why
There isn't an intentional change to remove the unique model.
thanks posted in the bug report forums under visual (did the in game one back in 1.0)
in game takes priority over the forums
roger that i know its a small issue no one really cares about these type of visual bugs when there are bigger fish to fry but i like the look of my character in game with the all the cosmetics 😄 ❤️
Hello. I decided to do a different build with my sorceror and use Mana Spent Gained as Ward. When I look at the Defense, it looks like the Mana Spent Gained as Ward line shows a white 60% and a gray (275%). Typically when I see they gray, such as with the resistance, I have exceeded the cap. I find this odd if this is the case since my armor alone gives 70% (27% - 70%)of Mana Spent Gained As Ward. My helmet is giving 51% (30% - 77%) implicit and shard 61% (60% - 75%). Is there a cap?
really don't think so (I'm not sure what UI you're talking about though)
Hey Mike, do we get rework/adjustment for unique crafting next cycle? Something to guarantee we will get that at least one T6 affix?
The current unique craft is not fun but frustrating.
I know it's probably a resource saving technique, but I love watching the Soul Cage type enemies sink into the ground like quicksand after they've been dead for a moment. Thanks for the morning laugh 🙂
I've heard about the 200 tab limit. Is it 200 for Legacy only or 200 for Legacy + last ALL seasons?
And what will happen if the limit of 200 is exceeded(Legacy), how and in what order will tabs be deleted over the limit?
It's 200 tabs for each separate stash (so 200 for legacy, 200 for legacy HC, 200 for cycle, etc.). Tabs that get migrated from cycle to legacy come in as remove-only tabs, which don't count toward the limit, so there's no way to exceed the tab limit.
Guys would like to ask is there any update on controller vibration support ?
When you pull up the character sheet (c), click on the DEFENSE tab, scroll down to the bottom of the list and the second from the bottom on the right side you will see Mana Spent Gained As Ward. I have a white 60% and a gray (275%) below that.
Is there any plan to improve damage calculation? Especially for summons. It's hard to tell the damage they do or compare damage when you switch item
I bet the stat display is a new one that got copied from one that had a cap. I don't think it caps at 60 because a single affix goes up to 100.
Yes
Not that I know of but you can leave a suggestion in #1210282176680169562 if you'd like us to consider it.
There are 2 issues at play. The rate that we do eventually start deleting and/or archiving old stashes is still yet to be determined. We don't have plans to delete any next cycle at the least.
No but you can leave a suggestion in #1210282176680169562 if you'd like us to consider it.
Is there any plans to allow us to 'inspect' someones character / gear? I'm shocked this wasn't already in the game.
Not specifically but it's not impossible. You can drop it in #1210282176680169562 if you'd like us to consider it.
Hey Mike, have you seen our new Server Emoji?
I have to plan my vacation in autumn and want to spend my vacation playing last epoch version 1.2 is it better to take the last week of october or the first week of november?
I hadn't but that is funny
I would love to be able to answer that but I can't give out details like that yet. If you can wait a bit, I think more info will be out soon.
Are there any plans to rework the bleed conversion node in reaper form to not only apply to reap but in general for reaper form? I.e. making the poison nodes that gives poison duration give bleed duration?
Not specifically, we are working to make conversion nodes affect a little more stuff in general though. If you'd like us to consider it, please leave a suggestion in #1210282176680169562
How did Grael get into the Temple of Heorot without the horn 🤔 ? Or did he take the long trek to Farwood instead?
He walked, Yulia recommended recovering the horn so that you could catch up to him
Hi, my friend and I killed Aberrot together yesterday. After we killed him, all the harbinger monilites quests were reset, the faction tier went to 2. And today when he logged in, Aberrot's kill count disappeared and the faction quest was completely reset. He already opened a ticket, but it hasn't been answered.
Is this a bug? Where I can get some help?
Yes. Losing progress on stuff you have completed is a bug. Given the very short time between these events and now, I'm assuming that the ticket is very fresh still. Please just wait for someone to reply. We don't really offer support in this channel. You can message @jaunty pier but that's really the same thing as opening a ticket.
Thanks! o/
pushed my corruption up to 850 - lowered corruption to test a different build didn't realize when I beat a shade that it wouldn't take me back to 850 because i didn't currently have a timeline at that corruption. would be nice to not have to keep a timeline at the highest we've pushed in the chance we want to lower for various reasons. will just use some needles but still gotta run like 40 monos to get me back to where i was
thanks for the feedback, if you'd like to make a suggestion for the game, please use #1210282176680169562
Which update (from ones in the road map) do you think would be the largest step in last epoch development ? Could be mechanic wise or lore wise
1.3
Time to plan vacation somewhere in February/march 
Yes please thankiu. I just tried and i get “dont have permission to post”
Yeah what you can do is post the comment under corresponding posts. Your comments are ypur suggestions nor create a post.
👌🏻
Hi there EHG crew. Just a quick question. When you post on forum.lastepoch, how do I know that it have reached out and one of you have actually read the post? Because the views that is shown could be one of us customers?
I rummaged thru "bug-report-forum" but couldn't find the answer I was looking for; so my bad if I break some guidelines and reach out for you on this channel.
We do read and log everything however replying to all posts would be a lot of time/work that would take away from us making sure all the reports make it to the right teams!
Many thanks for the quick answer and I've a deep understanding that you cannot answer all the posts that come up. Some have a greater value, and some will not make an impact on the gameplay itself. That I understand. Just wanted to confirm that it had been read; since it in my opinion have a great impact on the gameplay itself. I really enjoy your game - and that's why I'm so eager that this will be fixed or at least noticed.
Are there any plans to make MTX armors visible on the character select screen? It's very jarring to have my character look completely different in-game vs in menu and it makes me lose interest in a lot of MTX items I otherwise would be happy using
are the shadows of the rogue class coded as minions?
They are not, they're just extensions of you.
This sounds like a LoL meme
so the shadow dmg scales with my dmg and shadow dmg mods?
Yes.
Yes
Wonderful!
All of the current Armor MTX is very "knight-like" (bulky, heavy armor). Are there plans to release more diverse MTX? Something sleek, roguish maybe? Leather Armour style, etc.
question about torment curse
it's tags are Spell, Damage over time, Curse.
its description says its dealing necrotic damage overtime
so question if torment would also benefit from "increased necrotic damage"
or does it only use these 3 tags alone
Yes it does.
Yes
THis may have already been discussed at some point so I apologize if it has alreayd been answered. I'm not the greatest at searching past topics in discord. Are there any plans to improve the stash? For example: like be able to apply rules to stash tabs? So lets say I name one tab as "rings", somehow set a rule or criteria to that tab that when I dump items from my inventory it will automatically be put in the correct tab assuming there is space to put said item? I'm not sure if this is making sense via text but I can try to elaborate more if this is nonsensical.
yes (tab affinity is the term you're looking for)
Oh yes! That would be sooooooo helpful. Likely will be awhile but it's something to look forward to 🙂
Probably not too far out. We've got a prototype rolling internally.
Hello. I am curious to hear the Dev's thought on something before putting in the suggestions-forums. I like the filter system that is in place. I like using lastepochtools.com to theory craft and create my filter(s). Is it believed that creating an area in the game that you can enter to theory craft from anything in the game that can then generate the filter based upon what you determine in this area be a huge undertaking?? This would include having a small map that you can select for enemy difficulty to test the theory.
This is so disappointing, black world map and transparent mini map issues still haven't been fixed on GNU+Linux.
Even worse, the micro-stuttering every couple of seconds is still there..
Medium difficulty.
Would it be possible for items like arrelius and Devotion to to get void based variants or would that make void smite builds to strong?
Nice #1210281911872786482 thx
I'd personally be more interested in a unique unique based around void smite rather than trying to copy one that already exists but you can always drop it in #1210282176680169562
I agree but the best thing to do is K.I.S keep it simple
That can be a good strategy but I personally would disagree with that in this case.
Got question if I got a question I got the temporal corruption node and the smite lagon node, I noticed the smites are void but are the bolts from unbalanced scales void too?
I'd have to test it to be sure but order of lagon node says that it has no effect if it's void converted and the void conversion doesn't reference also converting subskills so I'd be pretty surprised if it worked.
smite item: keeping with the them of void and time rot for a amulet or weapon would making the fissure node required be a good idea?
possibly, if you'd like us to consider it, please use #1210282176680169562
About to just working things out in my head for it to stand out holy version since it is thunder typically.
Linux is not officially supported. This is also a no support no bugs channel. Put it in #1210282176680169562 if you’d like them to support the game in Linux.
What do you mean not officially supported? It literally has official Linux client/release 🤣
Yea, we do support Linux. I think they just assumed that we wouldn't.
and Vlad already directed to the appropreate channel.
I dunno what to do anymore Mike, to be honest.. I reported this ages ago, many other people too and it's still present. Don't think me opening another thread would make any difference.
Heh, managed to find my old thread.. Going strong, almost 3 years now https://forum.lastepoch.com/t/general-performance-issues-and-missing-map-outlines-on-gnu-linux/45866
Not a single issue fixed.. for several years now. And good Lord, I just opened the Technical Support sub-forum, it is full of reports like it. It is so defeating and sad, most of my playtime consists of me logging on every now and then after a patch to see if something has changed, and to my disappointment it never does.
I appreciate your frustration. There have been very significant improvements in performance and Linux compatibility over the last few years. It is unfortunate that you have not experienced much improvement. I know it's hard to believe when you're not seeing them on your system. These changes don't affect everyone's machine the same (especially on Linux).
We are currently working on a Steam Deck official support which will bring about several Linux specific bug fixes with it. That might solve some of the issues that you're experiencing.
However, please understand that this channel is titled not-support-no-bugs and the description starts with No support issues or bugs. It is not possible for us to respond to each bug that is reported but make no mistake, each is catalogued and we do work to resolve each one.
I don't believe you Mike, many people also don't after so many years crying wolf and politically correct answers and deflecting. For 3 years I haven't been able to play the game, and I wanted to so bad, because I really liked it back then when it at least worked somewhat.
Do you know that your game worked worse with every bigger patch? It seems to me that EHG doesn't want to do what needs to be done and fix the game. I don't know if it's the dev team's incompetence or the steaming pile of s h i t that is Unity engine, or a mix of both.
Now that I got a beefy PC that should run this game maxed out like a piece of cake, I still have horrible performance. I even installed Windows to see if it would be any better, but the horrible stuttering is still there.
What gives Mike? When will you guys fix the game so that I can finally play it proper?
If you don't believe me then I have no reason to answer.
If you don't want to answer, then who at EHG can? And I don't mean deflecting or politically correct answers, but the real ones. EHG needs to show that they will get to the bottom of this, this is not a free game, me and a lot of other people paid for the game.
You are welcome to open a support ticket on our support site. They will tell you the exact same thing I did.
Look, there are a lot of things that go into making a computer work right and a lot of things that go into making a game work right. Then all of those things multiply together to make a mess of things that have to work just right for the game to run smoothly on that particular system. I've seen the weirdest things cause issues. From a bad external modem (yes modem, not router) to a CMOS battery slightly slowing down the clock so the position checks were our of sync with the server causing rubber banding. That last one was earlier this year with LE. I've seen mistakes we've made in the game only affect a couple people which makes tracking down the issue almost impossible, but we still try. My point is that just because you see posts on the forums, and that you are having similar issues, doesn't mean that it's not improving and that we aren't working to fix them. It is improving and we are working to fix more issues. We have way more data on these issues because most people don't list posting publicly. I know, I know, you don't believe me. Cool, well then there is nothing really to say is there? I tell you what's going on, you tell me I'm wrong and we go around in a circle.
As I've said, we are working on Linux specific things on our Steam Deck release. We are also updating the engine soon which might fix some of your issues too. General performance continues to be our number 2 priority, just behind multiplayer stability and performance.
I am well aware that this is exactly what you don't want to hear but I don't think that there is anything I could say that would alleviate your concerns. I have no idea what is going wrong with your specific situation. We are working to fix it. I can't know when it will be fixed until it is fixed. If that's not good enough, sorry. No amount of insisting on a more specific answer will change that.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Sure, the system and whatnot can cause all kinds of problems.. But my point is that my system has changed over the years (drastically), both hardware and software. There's been countless of updates over these past 3 years, kernels have changed, drivers have changed, GPU & RAM got upgraded etc. At that time I've also been reading A LOT of the threads about technical issues on the forum, people reporting the same exact thing that I experienced.
Ok, Linux can be more difficult to support because of different libraries, packages etc.. So I installed Windows to see if it would make a difference. Windows is more mainstream for gaming and I'm sure it works better for your game and is easier for you to support. So that's another test where entirely different operating system was used with entirely different software/drivers, and yet the performance problem persisted.
The other (even more demanding) games work fine, but somehow only this one is so picky and sensitive when it comes to computer hardware and software? Don't think so.
Mike, I'm sorry that you had to bear this alone, as this was directed at all of EHG. For better or worse, you are the face of the company :)
I've watched and enjoyed your videos on Youtube long enough to see you get more and more grey hair ( I hope I didn't contribute to that! Damn, we are getting old both..), but I also really want to play and enjoy your game too you know?
I will wait for the big engine update and the Linux fixes and then I'll try again.
If even then I have the same problems, will me submitting a new support ticket help? Will someone from EHG go through it and be able to tell me what is causing it based on the logs and whatnot?
When are those updates/changes meant to take place approximately, do you know?
Totally agree with the stutter and fps drops and frame freezes.
What are the specific HP gate that Aberroth does his slams at? It doesn't seem that anyone knows... If anyone does it's the devs of course. I'm trying to figure it out so that I can get Aberroth to do his slams at the end of the fight when I want him to, but without knowing which health points cause it, I can't, and I don't have time or player skill enough to farm up ten billion harbinger eyes and find out myself.
I just noticed that on unstable core it says, "+ 1 to fire skills, cold skills and lightning skills" while on Twisted Heart it says, "+1 to elemental skills. Shouldn't it just say that on unstable core?!
Any info about new cycle?
I think it's a little different because a tri element skill gets +3 from core but only +1 from heart
Yes, very interesting, I actually heard the same in the game chat, I was not aware that a skill could become two elements at once, but I can see how that can happen, very cool
With how the ai works, it's not always guaranteed to happen at the exact same point each time.
Hey Mike, any plans for CM(s) to stream? Heh
. I think it is personal decision for them to stream or not but I just wanna poke
. I have seen CM from other MMORPG streams and it is really 
It is very unlikely that the key to fixing the issue is in the logs. If you submit a bug report using the in game tool and let it submit the logs, we get those directly in the ticketing system and they can get reviewed there.
I don't have any information available about when the updates are coming. We just started working in the new engine version and that will be a while before it actually rolls out in a public patch.
Steam has actually already approved our steam deck version but we are making some additional improvements before we roll it out. No ETA available.
Do you mean on top of my weekly dev stream?
Yesh, can be any day when they feel like it. CM are usually the face of the community. Many of us look up to them heh. Love yours too but I cant stay up till 4am every Saturday my time. I can only watch vod lol
Darn. I have a follow-up question then. At the moment, Aberroth sometimes ends up causing these very tricky situations with a combination of the lasers from the central crystal and the slam. Basically, the following happens:
- The crystal shoots a bajillion lasers, heavily limiting your mobility.
- Aberroth preps his slam, limiting your movement further to his mini circle. If you can't capably stand out of the way of the lasers in here, you're outta luck.
- Aberroth does the slam. If you have to dodge through several lasers to get to the very limited-space safe zone, you're outta luck.
It is, in other words, a big conglomeration of movement-limiting obstacles on the field that feels, honestly, kinda unfair/luck based. I've asked around and basically been told you have to get lucky on the timing of these to not occur at once, or try to abuse immunity to all damage abilities to get by. I was convinced that there must be some trick to make sure these things don't happen at once, thus my first question about trying to force the timing of the abilities so that they wouldn't occur at once.
Is this considered an issue/balance concern that you wish to address in future updates to Aberroth and/or take into account for future boss design, or is this behavior intentional/more easily avoided than I realize and I simply need more practice at the fight?
Yea, I think we will be expanding the streaming a little closer to next major patch.
One of the expressed goals of the fight is that if you are good enough at it, you can do the fight with a severely under geared character.
Karv managed to do it with a pretty trash character during testing. He did have the advantage of being able to quick reset the fight without farming keys though.
There are some mechanics of the fight that I don't know if they are known yet. I just don't pay enough attention to the general discussions on it to know but I haven't seen people using it.
The way the threshold abilities work is that the boss has a priority list of abilities and charges, just like if you assigned abilities to your bar and just rolled left to right over and over. It uses whatever is highest on the list with charges and a legal target. The slam is very high priority (maybe top) but it doesn't regen charges. When it gets to a ward breakpoint (not sure which ones) it gets a charge so it uses it the next time it can.
A ward breakpoint, eh? You've just answered my question. That doesn't give absolute control over when the slam is done, but that's close - close enough for me to take advantage, I hope.
I was watching a video of the fight just a moment ago trying to see if there was a pattern to the crystal lasers. One targets the player and it looks life the others lock off the part of the field in the opposite side to that. That's also suggestive of certain ways to stand throughout. With that info I think I have enough to put my plan in place. Thanks!
cool, good luck.
and I'm sorry if I'm wrong about exactly when it happens, I'm not actually at my computer to check it right now
If you stun him during casting this big slam with shield bash for example he will not cast it until another „phase change”. Its easy to cheese him this way.
Your observations about the central lasers are not right. I don't want to say more because I think people should figure this kind of boss mechanic on their own, but it's possible to have safe spots in the last phase at all times.
Yeah, I looked closer and realized that they weren't always on the opposite side... nevertheless, it seemed that there was (spoil tagged in case others want to figure it out themselves - disclaimer, not sure I'm right) || (A) a single laser that was put wherever you were standing and tracked you, and (B) a heap of lasers that were put in a fanlike spread that were somewhere other than wherever the single laser was (but not always on the exact opposite side) slowly revolves its position counterclockwise through the arena. The conclusion I tentatively draw from this is that I should stay near, though of course not in, the single laser that tracks me, so that I'll not be in the laser heap.||
b is still not right
I could confirm it if you get it right if you dm me
Playing a second character this cycle on MG and while I get the guild rank, I can't access the bazaar. The workaround is to enter the main char buy something in the bazaar and send it to the second char? Am I missing something?
You still need to reach and unlock the Waypoint in order to access the Bazaar on an Alt.
The benefit of being able to join a Faction earlier on an Alt, ||in the Keepers Camps||, is you can start earning reputation and favor earlier.
Any reason why we can't access the bazaar directly? It just seems unnecessarily convoluted
What do you think about the current Melee Item Tax in Last Epoch because its more or less mandatory to use both a Siphon of Anguish and a Shattered Chains for optimal play since it gives straight up 39% more damage in combination? I would very much enjoy having an additional source of doom outside of uniques because right now if you don't have a ring slot open and are not playing Apathy's Maw you are forced to play Stymied Fate boots that are just very bad in itself.
With 3 and 4 lp items being next to impossible to get on some, would you consider adding a 1 time use item thats farmable from end game content to add 1 lp to items? Or is something like this too game breaking because of making 2lp too easy?
hello, i have guestion about the "mana spend gained as ward", i tried to do some testing, and it doesnt seem to skale above 100% of mana gained as ward, is that true(and inteded)?
The easiest way I've found to handle the slams and other similar abberoth abilities is to just interrupt them with some sort of stun like snap freeze if you have one. Tunklabs also has some pretty helpful info in the bestiary about Abberoth specifically, not 100% sure if it's completely accurate but it seems pretty good
How can I get the full game soundtrack? As far as I know, the deluxe and ultimate editions came with a full digital soundtrack in some form. Love the music in this game but on Spotify there are very few tracks.
I know there's at least a Vinyl release, and there's the youtube playlist:
https://www.youtube.com/playlist?list=PLKe5tdZxTG1VLDyTUfO2v7-DBenhV1ptp
Yes, i know this playlist, but this is even less than the one on Spotify. There are a LOT more tracks in the game. There is another one on Youtube, that has the most of the tracks, but thats not an official upload.
How can I get the full game artbook is what I'm interested more haha
@frail sentinel
I know she has the answer when she comes back
Iirc it's somewhere in your game directory
C:\Program Files (x86)\Steam\steamapps\common\Last Epoch\Last Epoch Soundtrack
👀 And soundtrack file is available only after you purchase Deluxe Edition or Ultimate Edition, right?
There seems to be a hidden 'Minion' tag that gets added when you select Forgemastery in the Multistrike skill tree. 1) Is that intended? and 2) If so, why doesn't Bound Weapon get the same treatment in the Rive skill tree?
afaik yes, if you've got the game already, you can just check to see if you've got the files already or not. Here is a list of them.
The minion tag that Multistrike gets is a "fake tag". It means that it doesn't count as a full blown minion skill but it indicates that it can summon a minion. Rive should probably have the same treatment.
Can you help me understand what you mean when you say 'fake tag'? When using Phantom Grips while speccing out to Forgemastery, I do get additional skill points to use.
In almost all situations they are the same thing but in a select few they don't count for things. For example, checking to see if a melee attack has hit or not yet for the purposes of generating Arcane Shield, an ability with a fake melee tag wouldn't trigger it.
Ok. I purchased the base game only so...
(Offline mode player, so points and cosmetics aren't attractive at all)
Thanks Mike, but that list is exactly the list that is a available on Spotify (for anyone).
I didnt checked the game folder yet (I'll check later), but this list is missing a LOT of nice tracks, for example:
- Lonely Camp
- Lake Liath
- Thetima
- Heorot Boss Fight
- Seafloor Colisseum
- other bossfight tracks
not to mention the new musics of Shattered Road and Harbinger & Aberroth boss fight tracks.
And i mentioned only a few.
Yea, I'm not sure why those aren't included.
Thank you for the explanation. Hope that little interaction for the skill can be changed in the future 🙂
Been having fun with FG this season 
Maybe they were composed by someone else and we can only include them in the actual game and not stand alone or something weird like that. They might just be newer and haven't been added yet. I feel like those are both reaching though. I really don't know why they aren't there.
If you use the in game bug reporting tool, it can get added to the list.
That all doesn't seem terribly unlikely, honestly! Super anecdotal, but from getting to interact with a couple composers who worked in the games industry over the years the whole contract/rights process can have a ton of specifics that are non-obvious to folks outside of that space.
Yea I'm really just grasping at straws as to why and I do know that we have had some guest composers come in for a few tracks.
and all the soundtrack files are labeled with the main composer's name
Yep I'm sure you folks are doing stuff "right"/doing right by the composers, more just that music composition/distribution/contract stuff gets real complicated real quick on the specifics. Sort of the music equivalent of someone going "Hey it's super easy to add this feature to the game, right?" with programming/game development 😛
Hi Mike. Can you reflect DoT damage?
Effects that reflect % of damage taken do reflect DOT damage, but flat reflect damage only procs when you are hit.
Thanks
question when you teleport and have wrongworp the damage imunity works on everything right? So i could technicly survive t4 julras explosion?
Yes. That explosion does also apply a really nasty DOT though, so you will need to cleanse it before the immunity ends (or shortly after, before it kills you).
so if im playing pure frostclaw and i have the cleanse from the skill tree, so i can bypass that as well right?
just for completeness of information, no, it doesn't work on everything but yes it does work on julra
bump up for visibility
We are always on the hunt for ways to provide interesting options.
when is set items getting a change?
I LOOOOOVE this game but please tell me that Arachnophobia mode is still in the works it makes playing this game SO hard
Hey on multi-strike why is did you design it as mobbing attack only?
No estimate as far as we know
but they're being worked on
on swarmblade if i turn my hives into thorn totems do all the talents that effect locusts effect the thorns?
It's been asked in the community channel a couple times but nobody could ever provide an answer, so perhaps it's better suited here:
Concerning the attack speed of skills and minion attacks, there are three related quantities flying around, but their relation remains unclear to me:
- base speed (some number per second)
- Use delay (in seconds)
- Use duration (in seconds)
I would expect that the base speed and use duration are simply reciprocals of each other, but this is not the case, the math doesn't work out. Somehow the supposed base speed is consistently somewhat faster than the use duration would suggest.
Could you please explain what exactly these three things mean and how they relate to each other? Why is the use duration longer than what the base speed would imply is possible? Is delay just the windup before the very first attack and needs not be done every time while attacking continuously, or what is it supposed to tell me?
Thank you in advance
is the difference between use duration and the reciprocal of base speed a sort of wind-down time that needs to be done only after the last attack before one can start moving again but gets overwritten if the same skill/attack is repeated immediately? so many things unclear about this
When is the next season due? roughly
Why does "Mana Spent Gained As Ward" show 60% (134%) like a capped resistance? Is there a cap?
Visual error, no cap
Thank you!!!
Does it work on triggered effects or just direct?
Direct
Wait, what can do damage through Wrongwrap immunity?
@pine dome Thanks for your reply!
I took some clips of some very wierd Eterra's Blessing - Triage behavior earliar. Kind of seemed reminiscent of when it used to look at absolute health rather than % health when choosing a target, but it often refuses to heal my companion even if I mouse directly over them (despite having triage). Where is a good place to share/submit these clips or is there a spot? haha
On milti-strike for each point of armament we have we deal an extra strike right? So if used nodes flanking strike, perfect strike, divine smith anvil I have five extra strikes? that is quite a few strikes for one target. If you add blade storm that is doubled to up to ten strikes?
Now there make a single target node that does X amount of attacks against a single target?
Another idea for it all strikes do X% of damage to single targets.
Each time a target is struck be X% of damage is lost
I don't know how to make games and what can be implemented or what is even reasonable request and that why I am asking on here instead of the suggestion forums. I want to clean up the request or totally change it with new info
There are a couple effects which don't actually deal damage but do cause life to go down. They reduce your current health by a percentage of your current health so they can't actually kill you.
What is the cuisine of Eterra? Are there dishes similar to what you would find IRL? E.g rice and lentil curries in the Majasa region. Greek and Italian fusion in the Thetima region. Hardy yams, potatoes and wheat grown in the ashes of Solarum. And mushrooms, roots, grole meat & rats turned into stews in the post apocalypse.
We didn't have any details available yet on the upcoming season. We will share info on it soon.
I would imagine them to be similar but different. By the time we are hitting the ruined era, it's basically just whatever keeps you alive and the food was probably rather depressing.
Multi strike was designed as an ability to strike multiple targets so we don't really do the single target emphasis in a few situations but it's not impossible. I don't really have feedback for suggestions, just toss it in there.
You can include links to clips on the bug report forums. (But just a description using the in game tool is the best option)
Only if it says it does
Still in the works
Where do we list base speed for abilities? I don't recognize that attribute.
The time from "I pressed the ability" to "I can press another ability" should just be use delay + use duration.