#šØāask-the-devs-not-support-no-bugs
1 messages Ā· Page 89 of 1
no, I'm out sick
Get well soon
Speaking of echoing riches does the woven echo that gives you completion reward for surrounding echoes trigger echoing riches for each of the chests it generates?
Does the extra multistrike hits (especially on the same target) proc stuff like smite casts from palarus/the belt, or flame burst stacks from holy aura?
Also, does the healing hands melee proc also trigger those things?
are the devs going to optimize performance in corruptions with tons of enemies fps craters
+1 for this that it feels bad. I'm target farming an item for weeks now. I only got 3 1 LPs of that item so far. It's easy to express the thoughts here rather than sending a ticket through in game. Characters are limited. I apologize in advance.
Does "prime weaver" node at weaver passive tree work for uniques dropped from the bosses like scissors of atropos?
switched it to use d3d11 now the game runs way better this should be a option in game
Jahith Bear? or Jaheth bear?
Why do some traversal abilities like rampage or shield rush just travel in a straight line without being controllable, it makes the traversal skill doodoo to use
Please post feedback in the #1210281911872786482 . Those channels get logged and brought up to the devs while this doesn't and it's mostly only one dev that reads and responds here (Mike).
I feel like they'd be pretty damn op if you could just drift through an entire echo at like triple normal speed but if you'd like it to change please post a suggestion on the #1210282176680169562
It's jah ith, bear (ber)
Named after the runes required to make the Enigma runeword in D2
Which lets you teleport (that's why the bears teleport)
if they have a channeling cost would it really be an issue?
Yes to all of the above
sweet, thanks!
Did you guys changed something about Uber Aberroth or Sentinal Judgement ? I was on holidays since last wednesday, and wasn't able to kill him. Came back yesterday and damages where higher than before and uber wasn't as strong as before. 1st tried him without any problems.
Am I doing anything wrong or is bazaar simply not optimized for 2560x1600 screens? I'm on a laptop with that and I can't go into the bazaar properly cause it doesn't fit the screen and I have to downsize and have the black bars while I'm browsing
does higher corruption result in more glyphs of envy?
Me and my group considering dropping the game rn because of how trading and Bazaar economy works. I found a lot of good items for my friends but i can't give them these items because of resonances (which we couldn't find any). For example in PoE we easily gave the items we looking for to each other in mins but in LE we need to grind till MG Rank is achieved + a resonance is found. I wonder if there will be any changes in trading in the future. Everything else is very enjoyable in the game imo especially if ur playing alone but this trading stuff really bothering if you play with a group... (btw we can't always grind together because of our routines irl so farming resonances are really pain in the ass for us)
resonances are for gifting, not for trading thru the bazaar, they are seperate systems. so when you say you need to grind to a rank in MG to use a resonance, this is incorrect. resonances are received when playing together in the same map and you can use resonances even in CoF, because it is gifting.
Also if you could freely gift traded items it'd be a field day for RMT
the time to recieve a resonance has been looked at, and will likely continue to be. if you have specific feedback on resonance times, please use #1210281911872786482
ty for the answers guys
does higher corruption result in more glyphs of envy?
can nemesis spawn in arena echoes?
Can we get a way to filter and configure stash tabs by affix tier?
good morning everyone, sorry I've been a little unavailable for a few days but we're back!
Welcome back Mike! What does the reflection of orobyss actually does in the weaver tree? On LE tools we already have a drop chance, but that node has 2 points. I'm trying to know what the actual drop chance is and if spending 2 points in that node is actually worth it or not when killing shades
Will merchants guild ever get reworked to not suck?
morning mike
Welcome back, hope you are feeling better. Quick question, does Manifest Armor double dips from the Mantle of the Pale Ox? The increases life for you are your minions stat.
got a question about pepples set.. the 3 part setbonus state it choose the lowest resistance for the element.. but what if all resistances are the same ? does it choose random one or do i get all 3 elements ? the ai of my browser said it gets the full bonus then.. but couldnt confirm the source of that statement. there was one question about it in forum but it was never answered.
there is always a small part of me that is happy that I know something the search bots don't. No. You only get one. We try to word things very precisely.
Your Summon Skeletons' spells and attacks deal +42 fire, cold or lightning damage. The element selected is your lowest elemental resistance.
So they get specifically +42 and it is either fire, cold OR lightning. The selection method doesn't mention tie breaks but it is always +42 and it is always 1 element. I think the tie break order is the order listed in the item. I'm just doing a big import so I can't check right now.
okay thanks..maybe the one who created the item was to much fan of The Hitchhiker's Guide to the Galaxy...
(20 to 32)% increased Health for you and your Minions
This is actually the 2 stats:
(20 to 32)% increased Health
and
(20 to 32)% increased Minion Health
When you have the stat increased minion health, your minions get increased health. When your manifest armor has the stat increased minion health, their minions have increased health. Since Manifest Armor doesn't have any minions, it doesn't do anything useful for them.
So the two stats each single dip which kinda in a round about way sorta makes the 1 stat (which is 2 stats in a trench coat) "double dip".
We would kinda need to rework it to suck first and I'm not really a fan of that.
Edit: in all seriousness, we do have UI/UX updates coming to the Bazaar.
I guess Mike just lost in grand brewery for yummy honey beers and Kvass a few days.
This import is taking a lot longer than I thought but I'll check as soon as it's done. The wording implies to me that the chance goes up with more points but it is frustrating that it doesn't say what tha chance is.
my bet? 3% per point
That is what I would have expected but wantes to be sure. Thanks for the answer.
while yes ui/ux needs updates, im talking more about things like, the triple requirements to buy items, u need enough gold, favor and high enough rank to buy 90% of items, why
Does Rogue's Rebound in Shift tree work with hits over 50% of your health dealt to ward?
It does multiply the chance per point. It doesn't say the chance because it's not static and is dependent on distance from center.
is it difficult to implement a function to auto skip whether to select blessing or to keep our current one (auto keep current one)
Not really but it does give an opportunity for misclicks to ruin a ton of time hunting for the right blessing and it doesn't take a ton of time. There are probably some better ways to streamline the experience like a minimize button and having the option go away when you change zones. That way it's a quick 1 click each time only.
It doesn't matter how big the incoming hit is but rather how much actual health the hit removes after everything.
Nice so you need this point for it to drop or it's just an extra multiplier?
Is there any ETA for when running into invisble walls everywhere using WASD will be fixed?
Ty very much.
Favor is the primary balancing lever for CoF vs MG and the primary balancing lever for adventuring time vs shopping time. Gold is the currency by which relative player wealth is measured which drives the economy itself and the ranks are to provide a progression path and to on ramp people into the system.
is it possible to implement a 50/50 system for eternity cache?
since the current iteration only has stage 2 to pick a guaranteed affix.
Im thinking something like stage 3 a 25 % 25 % chance with 50% chance being the one we pick.
So stage 3 would give 1 guaranteed + a higher chance of 2nd affix
stage 4 would be to pick 2 affix that would be 50 % 50 %.
1 guaranted + a 50% chance of desireable affix with one undesireable one completely left out.
basically to make lp2 crafting a little bit more deterministic, or is that out of the box.
I'm sorry, I don't have an ETA on specific bugs. I don't normally play with WASD but I can't say I've experienced that at all myself. Please use the in game bug reporting tool if you haven't already to report the issue.
It can drop regardless. The node just makes the chance higher.
Personally I liked it when it was full random more. I'm glad we changed it to what it is now though. It is technically possible for us to change it to anything we want. If you'd like us to consider a specific change, please use #1210282176680169562 for consideration.
Just to confirm - The "Penetration with Lightning Invocations" affix only impacts Runic Invocation, and only the invocations that have a lightning damage type.
"Lightning Penetration with Lightning Invocations" gives the whole ability cast of any lightning invocations the stat Lightning Penetration. So if you somehow had Electrify chance, the lightning invocation applying Electrify would give Electrify lightning penetration too. But it wouldn't give a fire invocation, lightning penetration, even if it applied Electrify.
(I don't think there is a way to give them electrify, just using that to show the example)
So I've been told that subsidiary skills inherit nodes that gives multipliers/damage boni from the parent if the tags are applicable, but do they inherit nodes that makes the parent do something? For example, take Smelter's Vengeance that makes vengeance hits shred armor/phys res - would riposte and iron blade inherit those effects? Also would both inherit the element change if Vengeance is converted to fire/void?
It depends. Sometimes.
However, in this instance, armor/res shred are just stats like a generic damage bonus so the same rules apply.
Element conversions however are much more involved and don't always get passed down. We are trying to generally make them get passed down but there are some exceptions. Vengeance does pass down its element conversions to Iron Blade.
Anything about this ?
I don't see anything in the patch notes so no.
That's why I'm asking, so idk what causes this
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
is the 2560x1600 resolution bazaar ui bugged or is it just so rare you haven't gotten there to optimize it yet?
I have to downgrade to 2560x1440 every time I use the bazaar
Did last epoch join any competitions or events and get any prizes before? It is a way to promote the game but I never hear le own any prizes? I'm confused.
Last epoch is matured, it suppose to learn how to get prizes to boost the reputation.
Increased area increases the area, not the radius
Area increases scale area, not radius or circumference. That means the radius is getting increased by the square root of your area increases (i.e., sqrt(1.85) for 85% increase), which causes it to be smaller than you're expecting.
Mana regen is not disabled during warpath. Warrior's fury is going to outpace your regen eventually no matter what you do.
when do sales happen is it a set time every week new items or just randomly?
Can you elaborate on this? Why are you glad it was changed if you preferred the old way?
Would it be possible to get an answer on this?
any idea if the next major patch will include seasonal challenges with rewards, similar to a path of exile league? 
Is there a way to track how much dps being done to the training dummies?
This is often suggested, and they do listen to suggestions provided they are highly demanded and in the right discord channel
Please submit an in game bug report showing the issue in the screenshot (F8 or hold start on gamepad when the issue is occurring) so it can be tracked and triaged.
The UI is designed around 1600x900 (16:9 ~= 1.7:1) and scales linearly based on the height of the display resolution. 2560x1600 has a taller/narrower aspect ratio (8:5 ~=1.6:1) and the Bazaar UI uses most of the available screen space both vertically and horizontally, so it gets scaled up larger than the width for that resolution. It will fit wider screens, but not taller screens. While this is working as intended in terms of how the entire UI scales as a whole, I'd consider it an oversight/bug that we have an "effectively full screen that's not actually full screen" UI panel.
Is there any talk or thoughts on tuning down some of the melee damage for the Fading Brink woven echo? Iāve been trying for several days on two separate endgame viable builds to beat this echo, but I keep getting one shot by random melee attacks I canāt even predict or react to. Iāve tried buffing my tankiness, Iāve tried buffing my damage, Iāve tried maneuvering around a lot, but every time I try I just get that random one shot. Itās not even the abilities from the harbingerās respective bosses that are killing me, itās just a random swing of their weapon.
it has an implicit +50% health/damage mod on it which is why it's so rough. Any build that doesn't have arguably-broken offence or defence is liable to eventually lose focus and die when you have to fight 10 straight bosses with the stats they have even at 300 corruption.
just lower corr.
Iām at the lowest possible corruption it can be at and still be placed :/
you're getting one shot by normal melee attacks?
Would be good feedback for #1210281911872786482. FWIW that is supposed to be very difficult though. I'd personally rank it between normal and uber Aberroth in terms of difficulty, which would place it as the 2nd hardest piece of content in the game (ignoring corruption scaling).
To live the melees, I'd look into investing into multiple layers of defense (high health/ward, armor, capped res, crit immune as a baseline + extra layers on top i.e. % reduction, block, dodge, glancing blows, etc.), then significant recovery (leech, life on hit, life on block, etc.) to top yourself before the next melee.
Can also try to only stay in melee range when they are casting abilities, because they can't melee while casting something (I do this on my glass canon squirrel beastmaster to avoid being meleed; takes a bit of ability pattern learning to know when the safe moments are). It's also possible to avoid melees if you evade through them before they can finish the melee swing. AFAIK all melees are technically small AoEs in front of the actor doing the melee attack, not targetted abilities, so they should all be dodgeable if precisely timed. I often make tight circle strafes around enemies when fighting in melee range to avoid their melee hits.
nitpicky, but can the version get moved from top left corner? steam players usually have the FPS show there lol
FWIW the game has a built-in FPS counter (F11 to toggle) š but it would probably be good to play nicely with steam's as well
#1210282176680169562 would be a good place to suggest moving the version display since suggestions in ask-the-devs don't get tracked.
ooo! i will try F11! thanks for the info, on both accounts š
hey im trying to use the regex function but i seem to be not understanding it, trying to find all my double exalted bases
How does lightning bolt multi cast actually works ?
For example if you prock the quad casts do "when you directly cast a spell" effects trigger 4 times ?
No, only once
The rest are triggered casts, and as such not direct
try asking in the sentinel group, maybe they know
I don't think affix tiers are part of what is searched so other than matching the specific values for specific affixes, I'm not sure if there's a good way to search for all double exalts with regex currently. If there's specific things you wish you could search for that aren't currently easy to search for, please let us know in #1210282176680169562 or #1210281911872786482.
do devs have any plans on how to make exalted items relevant again? the genius crafting system is barely utilized right now because every build runs a legendary in every slot, especially due to recent changes. or do devs like where itemization is at right now because it's easier to balance?
ahhh okay, if i was looking for items with exalted prefixes it would be / T7prefix /?
i mean you still craft like crazy for the slams. and a lot of builds still use crafted helmets, or gloves, or chests.
No, the tier info just isn't currently in the text that is searched. You'd need to do like /1[4-9] attunement/
ohhhh i thought it meant if i used T7 it would highlight tier 7 mods!
will the future transmog system be a way we can layer in game armors on top of others, using an in game currency unpaid?
Are you familiar with SpacetimeDB and if so, do you think it would be a reasonable backend for an indie ARPG?
Question: you do know enemies can deal critical hits right? (bosses too under the right circumstances.)
Itās not been critical hits that have been killing me, unfortunately
It's certainly some very interesting tech. Seems like it can be used for any type of multiplayer game. I'm excited to see what games end up being made with it!
It's that tough? Well, I certainly feel a lot better about how many attempts it took me in that case!
Twitch drops are not showing
It's already past 00:01 UTC
what's the issue ?
Yeah same.
The imprint stuff has been quite the topic lately and I have a question in that regard. A more complex one that is and hope I can phrase it properly. So currently I am hunting a body armour with t7bleed chance t7bleed duration. Both very rarez which makes havocing very difficult already. I proceeded to get dodge into the suffix because it's very rare too and increases the havoc odds for the double prefix. However. I reached 0fp and imprinted it. The thing now is, over the last four days hot s single double t7 imprint dropped no matter the mods. So I asked myself.
Does mod rarity affect the imprint. Which would make sense. In some regard. However I thought it would just reduce the odds of getting the exact same item. Now I am wondering if I should aim for a clean t7t7 double common suffix body without prefixed as an imprint base to test how well that drops. Though I was not able to find any double t7 bodies lately which kinda hindered my testing.
So to tldr: do rare mods in imprinted items lower the odds of high adfix tiers rolling at all? Should I aim for a double common t7 for further crafting?
Sorry for the wall of text š
Where we at with imprints. Is this bugged? Is this intentional? Will there be a patch to address this?
Reddit is a cesspool and all I saw was "we hear you"
Maybe make a post and not a reply buried in the 50 daily threads about imprinting
@dapper surge No clear details for how imprint system work yet, all of them need you to test. Maybe EHG will add that later.
You can post your feedback in #1283903291956396104 if you have any.
Are you a dev? What are you going on about? Nothing you said has helped at all.
After the last patch, imprinting does not work. For me, it does nothing. I'm talking exalts too. If it does work, it works at a fraction of the rate it used to. To the point where it's almost pointless to imprint.
I would like to see what EHG is saying about this. I don't want to dig through every thread on reddit for a devs reply. I want some clarity because progression for me is halted atm
#āāask-the-community message
I have no idea why this post is popular even info the dev provide is quite simple... Well, no offense for Agent but the answer can't solve my confusion at all because it's not mention anything about exalted items, the most complicated one
I'm praying for a guide about imprint exalted items daily.
Check dms I linked you the most relevent comments I've seen EHG make about it on reddit.
Thank you. I'll say again there should be a thread made by them on reddit or post on their site from EHG on this issue. It's big enough to address it. It's frustrating there's no direction one way or the other. Just a few posts here and there in single threads that people have to go digging for. Be better at addressing players please
The best way to find a specific item from imprinting is to imprint an item that is as close to the target item as possible.
It's an interesting issue in general. The goal of the imprinting system is to have a way to guide the drops you are getting to be more tailored to the general types of items that you're looking for so you find more useful items on average. I believe that the system works fantastic for the naĆÆve approach. Put in good items that you want to find better versions of...something, something...profit.
We have been hesitant to provide exact details on how it works under the hood. I don't think it's a big surprise that ARPG players are attempting to optimize the system. When there are so many variables in play, it can be extremely difficult to collect accurate information from in game testing and it often leads to wrong conclusions on how the system functions. Confirmation bias, small sample size and missed triggers will naturally pollute the conclusions very quickly. Hypothetically it is possible for us to reduce the chance of an event and someone then has it happen more often. In fact, that is expected to happen to someone. The opposite is also true. Enough events will eventually average out to the rate defined.
There were some bugs with the system initially. We've fixed most (or possibly all) of those bugs. It is possible that it still has something wrong with it but I'm not sure at the moment. We are talking about over 500 lines of code which call many helper functions along the way so it's not a basic process that's without room for error.
I don't have the previous version to compare against and I didn't write this so I'm not sure what it was before. I just ran a few echoes to see if I could get it to trigger and it is triggering on live for me right now.
This is an optional supplementary system and if it is the cornerstone of everyone's item progression plan, something has probably gone wrong. If you suspect that the system is currently bugged, please use the in game bug reporting tool to tell us what you think might be wrong with it so we can fix it. (F8)
I'm not sure the way it will be accessed but essentially yes, that's the rough functionality we are looking at.
do harbringer eyes drop from woven echoes with harbringers, or only the timeline boss?
only timeline boss
i see, maybe this should be rephrased then: #āāask-the-community message
makes it sound like it will drop eye too
Why was bleed effectiveness renamed to āphysical penetration with bleedā at some point. If Iām not wrong, this is a more multiplier for bleed, and itās easy to confuse this with generic physical penetration which isnāt nearly as strong
Going by the useful top comment here:
https://www.reddit.com/r/LastEpoch/comments/u766ru/bleed_ailment_scaling/
I'm curious what results you got in your testing. I would imprint exalts with affixes 7, 7, x, x. And I would get drops every 3-4 trove echoes of those same type of items with 7, 7, x, x. It could roll higher 7, 7, 6, x, etc.. Thus giving me a supply of items to craft
Now I'm going completely dry with no drops and I'm not the only one. There are many posts on reddit with the same issues after the last patch.
I'm guessing it's not coming up as a bug on your end? It feels like a bit of a mixed message because I know a dev said "we hear you" on reddit and I'm not going to go find that post but it does exist.
In any case I don't want to print dozens of red rings but I know target farming exalts are holding me back because they're simply not dropping
Bleed effectiveness could mean anything. Effectiveness as a property name meant different things in different situations. We wanted to make it explicit what it did by the name of the mod.
I wanted to be more organized with my tabs, so I made a main tab, and a sub tab each for legendary and unique items, one for helm one for body etc. Set tab priorities correctly with rarity and type and all, afterwards the tabs simply do not work or prioritize like it did when I had it as a single dump tab for all
So now it really is regular physical pen, not a more multiplier right?
I'm sorry but I'm being very careful not to say if it's a bug or not because I don't know. I didn't just test a large simulated sample size right now, I just checked to see that the imprint mechanic was triggering at all.
If an item fulfils the criteria for a tab that it checks, it will go into that tab regardless of if there is a tab with more specific criteria that it also matches.
It is exactly what it says it is.
Hmm. Is it something that may be adjusted in the future you think? I'm sure it's far and wide beyond priority. The thing is tho, when I had all the tabs set up with priority, it completely stopped working, like I would switch to another random junk tab, and it'll toss the item into it now, rather than any of the prioritized tabs. Am I missing something?
I'm not sure what's going on exactly. If it's not obeying the priority system at all then that's just a bug. Please report it using the in game bug reporting system (F8)
Heya mike, do we have confirmation whether the skill socketing that was teased for 1.4 on the old roadmap would still follow through? Also do we have a date when the current season ends?
No additional information other than what is on the roadmap has been released on the topic.
No date has been set yet. We have an internal target that we are working towards.
Thanks, I appeciate the response 
I think your last paragraph about the imprint system being a cornerstone of everyone's progression plan is an important point.
"Obviously" it is being treated as that cornerstone by the player- why would they need more of the same, sometimes worse version of what they already have multiple of?
So they chug in items with potential of becoming an upgrade into it and hope that out of those 4 mods on the item, 1 gets rerolled into a more desired one, or, the tiers of the mods increase and make it a better version of the imprint one way or the other.
E: obviously there is room for "more of the same". Donor items for transfer until you hit your desired affixes and depleting forging potential until you hit all mods as being desired is definitely a sink, but a limited one
imprint high FP66 T7 T7, open alot of chest=Tons of FP33-66 T7 T7 70%is the base item u imprint.
My case now is imprint high FP66 armor T7x3=Tons of FP33-66 T7x2 armor 30/3 will be T7x3.
This is base on my experience, i got full page of T7x2 armor and just made 3Lp titan heart T7x3.
Affixes mostly very random btw, just seal 1 affix and wash another 1 with redemtion.
It's almost impossible to know what item is going to be better or worse in the generation process. Tiers is almost always better to go up. There is a chance it would feel better if it just proc'd like 1% of the time as it does now but couldn't get "worse" or something. With the variety of crafting options available, items that are slightly worse still have the potential to be really useful. If you would like us to consider a change to the system, put it in #1210282176680169562.
I might have suggestions worth leaving, i'm just not sure if those would align with the design intent of the imprint system.
as of now i am not sure what it's design is supposed to accomplish or who it is supposed to supplement- is it for the average player and to give them more of something, possibly useful, up until to a point (to feed the various crafting systems), or is it also supposed to give the high end grinder realistic avenues to find more of "exactly this" but better tiers?
I have no hard feelings either way, but if the 0.1% player can't realistically expect an upgrade of their current item through this system because its not intendet to do that, a lot of the feedback people might have becomes obsolete
Hi Mike, quick question about the "new" Ancestral Sabertooth
Are they Minions summoned by my Companion?
Are the Twitch Drops live already?
Did they say if they will fix snapshot in the near future? I wanted to create a beastmaster but I'm afraid of getting nerfed before I can complete the build
nice
Yea to find it directly. But with 3 86% reroll mods it seems impossible to drop. The question more so is if the very rare imprinted mods affect the chance for t7t7;to drop at all because they seemed to stop dropping completely ever since I've put the new imprint. In like 50+ lost caches monos.
Here you're describing affixes that are already extremely difficult to naturally drop. If the imprint system is giving you an additional source of chances to get those specific affixes, then it is helping, and doing the job you set out for it to do
this imprinting drama is another case of people optimizing the fun out of their games. if you want an item, put it into the imprint slot, and items like it will drop. that has been my experience from the start. people want to know every aspect of the mechanic so they can minmax it, but EHG is under no obligation to release a complete algorithm about how to squeeze the max juice out of it
If you have 80% resist and an enemy has 5% pen, would it render your resist 75% effective? So the real question is it beneficial to be over 75% when facing enemies with high penetration?
Nope, to take your example: Your res is capped at 75%, so 5% pen result in 70%
Okay, there is a loading screen hint that says something like "having more than 75% doesn't directly improve" or something along those lines. I've always wondered what that actually means
Having resistances (eg. physical resistance) beyond 75% does not decrease the damage you take in general. This is stated explicitly because many players learn of the 75% resistance penetration that monsters have in level 75+ zones, they may think that they need 150% resistances to counter it to reach the cap. But this is not how it works, because the resistance penetration by area level is applied after the resistance cap is applied.
There are exceptions to this rule, like when enemies apply resistance shred or the marked for death debuff, which reduce resistances before the cap is applied. In those cases, having more than 75% resistance can help. Also, items like Null Portent can change the way this works
Was the Aberroth fight inspired by anything? particularly the Lavos fight from Chrono Trigger?
But this is not how it works, because the resistance penetration by area level is applied after the resistance cap is applied.
It took me a minute to understand what you said, then if it's what i think it is, then the loading screen tip should be removed because,
"Even if you have 900% Resistance, a monster who has area level piercing will pierce through your Resistance as if it was only 75%"
in other words, why even mention area level monster piercing of resistances?
question there is a node in the weaver tree that says, rares in tombs and cemeterys can drop boss items, if i that node maxed out and imprint a boss drop, when i enter a tomb and kill rares inside the tomb is there a chance they can drop from being an imprinted item, if i have that node maxed out?
More or less. If I can drop 5x as many items with the wrong mods but a better base for th craft it's easier to get with the wrong mods
It may be unexpected for you but (shhh!) ARPG players like to max a juice from any mechanic created by particular devs. These people are the core of such games. Your words are like saying "genshin impact players like gambling, why do they do that?". Hmmm, really, why are they playing games that were created for this reason?
This is THE fun for them.
It's relevant because as you progress the amount of resist needed for you to take 0% increased damage increases slowly, and even if you are "missing 5% resist" you only take 5% increased damage instead of say 20% increased in other ARPGs. It's not intuitive, but it does end up feeling a lot more "fair" imo, especially with 7 resists to balance.
is the intent of the message to state that:
-
you should cap your Resistances
-
enemies can pierce your Resistances, and there's nothing you can do about it
because it sures seems like the loading screen says instead:
- Enemies can sometimes pierce your resistances, so having more than the cap will help!
i know now it's #2, we all know it's #2, but from a game design perspective, a loading screen tip should not be negative, which is why it ended up the way it is confusing a certain amount of ppl
When in transform form (mana converted to rage), does Seed of Ekkidrasil (Damage Dealt to Mana Before Health) still work?
Yes, rage is mana.
3 kinda is what it's trying to say no? Just that it's not pierce it's talking about, but shred.
Which loading screen tip are you talking about. The one we're talking about is the one that effectively says "don't go above 75% resistance, it doesn't do anything"
I'm probably wrong for asking this here, but where do I ask about twitch drops? Would it be here?
Because the drops campaign is not on twitch yet, I looked into the stream settings for my account and it doesn't list there
It's there now ā¤ļø
The intent of the message is to communicate to players that resistances don't have (as intense) increasing returns up to the cap.
no, those nodes don't "combo" to break the rules
Someone earlier asked if imprint change for unqiues results in net negative for your target unique(random unqiues take away from target drop) or net neutral for it(random uniques are just in the pool now, its what failed to roll your target, same as rare/magic items in the pile). Was it answered? Sorry if I missed the answer, its kinda hard to navigate replies, can you answer it again?
I tried to figure it out quickly and I'm not confident one way or the other. The person who implemented it is out of the office today.
Ty
Heya o/ I have a few questions:
-
Isadora's two-item set bonus grants "100% chance to inflict damned on hit with necrotic spells", and the Grimhilde's Domain Warlock passive scales Witchfire's damage with global chance to inflict damned on hit with necrotic skills. Am I right in assuming that the Isadora two-item set bonus doesn't scale Witchfire's damage?
-
There is a champion mod on certain weapons that grants chance to trigger smite on hit with throwing attacks, and an idol mod that grants the same, both with a 10-times-per-2-seconds limit. Is that trigger rate limit shared for both trigger sources (i.e. only 10 smites per 2 seconds can occur globally), or treated separately (i.e. a theoretical limit of 20 smites per 2 seconds)?
-
If I make a forum post with a suggestion, is it useful for me to post it in the relevant channel on discord as well, or is it superfluous?
Thanks in advance <3
They still do though, just to a lesser extent than other games.
(X axis = damage taken,
Y axis = how much DR the last 1% resistance up to that point gives)
Going from 0% to 1% res gives around 0.6% DR, while going from 74% to 75% gives around 1% DR
sorry, fixed it
- Yes, you're right, it doesn't.
- They are the same mod and the chance is additive.
- No, it's superfluous.
This might be a longshot but do you happen to know how the spiral path of hammer throw is calculated? No need to look it up if not was just curious since I made a graph for DPS gained from area for disintegrating aura, but the path I'm using is just a polynomial curve which isn't accurate :P
I have a Primalist exalted body armor with minion health. If I slam it on to a Mantle of the Pale Ox will my Sentinel still benefit from it even though Minion Health doesnt drop on Sentinel armor?
It'll gain a primalist class requirement
I don't know the values of the variables used but it has a tangential velocity, an outward speed and a rotation speed and a starting offset.
Awesome, thanks a lot! š Take care!
Oh really that's interesting, I would've thought they'd have a pre-calculated/determined path on cast for performance sake but I guess its not very impactful since its very simple math and you can't get an unholy amount of them out. Also now that I think about it calculating the entire path on cast would probably cause lag spikes so nvm lol
yes
Also the point which they are rotating around can move.
Oh trueeee, forgot you can make them spiral around you. Makes it way simpler when you can just add the player movement to theirs, very nifty
Since it's the Sabertooth's Minions, I assume they don't don't benefit from More Dmg for Sabertooth, and More Dmg for Companion, right?
Acenstral Sabertooths are not Primal Sabertooths so they don't share buffs. Acestral Sabertooths are not companions.
Your Sabertooth would also need to have those stats itself for them to matter.
or you would need the stat "more minion companion damage"
if it was a companion
I literally have a stomach ache from having to say this.
I'm sorry, we aren't prepared to share details on how the system works under the hood or what the exact detailed effects of the change were.
Great mystery!
Did you have any inkling that "similar item" would cause players unease?
I personally didn't and I can see that was very naive.
Any update on lore dev stream? I need warning to prepare my questions
are the twitch drops still happening? I think they arent live as planned š
Keep on me about it. I just asked Kyle if a specific date would work
Someone said earlier that they were live
can anyone confirm how imprint works now? before the change if I imprinted a red ring they dropped reasonably often, now they don't. I was told put any unique ring (if its red ring you're hunting) with the highest LP you have. I tried that, I put a 4LP tongue of the aberrant seer in the 3 slots i could and i got like 3-4 of them today (with 3/4 LP).... but it doesn't work like that for red rings. Was it only the red ring imprint that was changed?
Its going to sound a #1210281911872786482 in disguise, but I am genuinely curious about the "why" with Minion's Minions. With how stats transfert/dont transfert, I have a hard time figuring how they could be a thing. What is your plans for them?
Do they get any of the concessions given to other minions of your companions like baby scorpions, where they have the special property of benefitting from some of your minion stats like "minion damage"? (Not 100% sure how that mechanic functions)
There is nothing mechanically special about red ring. It's just very rare. If you want to find a specific item, my advice is to put the item you have which is closest to it in the imprint slot.
It all boils down to your minions not being you.
I just confirmed that they are live
What if the minion health affix does not slam on to the legendary? Will it still gain primalist requirement because I used a primalist base?
Hello Mike, are bosses able to be stunned again when stunned or they have some kind of stun immunity during and after getting stunned ?
Is there no melee critical strike multiplier stat in the stat sheet in game or am i blind? sulurons step give (mine do anyway) +97% melee critical strike multipler, but the "criitical strike multipler" stat listed ig does not change at all.
there is no melee crit multiplier in game stats. the in game stats page leaves a lot to be desired
Are the devs getting enough sleep and taking care of themselves?!?
Generic Crit Multi works on everything that Crit Hits, such as Melee, Spells, Throwing, and Bow. Melee Crit Multi just works on Melee Crit Hits. If the in game character sheet doesn't have the info you're looking for, you can optionally try importing your character into either of these to get a bit more detail: https://www.lastepochtools.com/planner/ - import button on the left then Offense tab or https://maxroll.gg/last-epoch/planner/ - save/load, import, then Damage tab.
Does corruption increase the amount of Memory Amber dropped from enemies? Especially with Lostwood Folly adding packs to maps, does it matter if the corruption is higher?
they have confirmed in here that it doesn't
Thank you! I should have ctrl+f 'd. Appreciate the response
If I have bane of winter equipped, does a portion of the added flat melee damage from dexterity for shatter strike get added as spell damage to the ice spikes subskill of shatter strike?
Agent, where can I get the gif which on your avatar?
How much do you need to scroll to get to the end of the current backlog and in what language is LE made?
Minion Health on body armor is not primalist-only, so it wouldn't add a class restriction.
If you were to add an affix that is restricted to only 1 class (e.g. Minion Melee Damage Leeched as Health, which is primalist-only), then it would add the class restriction of that affix.
https://www.lastepochtools.com/db/prefixes/AAwdmQ ("Requires Item Class: Primalist / Acolyte / Non-Specific")
https://www.lastepochtools.com/db/prefixes/AMwFgbEA ("Requires Item Class: Primalist")
true but you can find it in last epoch tools š
As with all software dev, we'll never run out of things on the backlog to pick from š we frequently reprioritize and update/add to it based on internal findings, patch content/feature plans, community feedback, bug reports, etc. so the most important/impactful things are on top. Our producers are awesome and help a lot with managing it so important tasks get prioritized and sent to the right people to address them so we can just focus on making awesome features and content (and bugfixes!).
LE is built in Unity with C#
I found it with Discord's gif search in the avatar editor. If you search cat needy in Discord gif searches it should be one of the first results.
My problem for imprint system is simple. Will EHG release a guide about that to reveal all details of exalted item imprinting?
Honestly, we've had the wording since imprinting release and the issue only came up recently with the perceived drop rate nerf, so I think it's kinda reasonable to not expect it to cause such an issue.
what is effective level for legendary potential?
Legendary Potential Level (LPL) controls how likely the item is to roll higher LP. It's a way of balancing "leveling" uniques (low LPL) vs "endgame" uniques (high LPL). It can be thought of as an "effective level" of the unique in terms of how much raw power the inherent stats of the unique provides.
Endgame items are inherently more powerful (and have high LPL), so they are less likely to have high LP, since they don't need the LP to be competitive. Early game items are inherently weaker (and have low LPL), so they are more likely to have have high LP so they can be competitive via legendary slamming extra affixes onto them.
Generally, LPL aligns pretty closely with the level requirement to equip, but it's a separate value so that uniques can be balanced based on their individual power instead of just by what level they can be equipped at.
Is LPL something the team would rather not openly make public (since there's no way to see the actual value in-game), or is it possible that we'll one day get LPL in the loot filter?
it would be useful to make this mechanic apparent in-game, because current you have to look at LETools or something to see the chances of getting higher LP on an item. i farmed and turtled Horns of Uhkeiros for hours before i realized that it ain't getting 2 lp anytime soon
Through the power of data mining, LPL is already public š
https://www.lastepochtools.com/db/items/lp-unique
I think this is one of those things where it doesn't hurt for the info to be public and we're not trying to obscure it, but it's also not a high priority to display it in game, since it's something that "just happens" and you don't need to focus on it. While a huge priority for LE is accessibility of important information in game, we also put a lot of focus on picking which info to provide so that we are not infodumping and overloading the player.
If you are just playing naturally, you will eventually notice that the common and low power uniques are getting more LP than the rare and high power uniques are. If you are metagaming and planning and optimizing, then you are probably already looking at external resources and thus have that info already. I can def see how there's a middle ground where this info being more readily available could be helpful.
If being able to see LPL in game and/or filter by it is something you think would benefit LE, let us know in #1210282176680169562!
hi I have a quest: if I equip 2 Palarus's Sacred Light, I can get +2 Melee Damage per 2 Attunement
I would assume so, since that just adds stats, though I haven't tested it myself to confirm. #š±āsentinel might have someone that's tried that and can confirm.
Hey again o/ I'm levelling a Witchfire build, and one of the ways to apply Witchfire doesn't seem to be working. Before making a bug report, I wanted to make sure I'm not the one misunderstanding the node:
The Warlock passive "Grimhilde's Domain" reads "While you have ignite or damned overload, your hits spread Witchfire to a number of enemies within 10 meters". However, in practice, I don't seem to apply Witchfire on hit at all, just from the passive before that, which applies Witchfires when I gain an overload buff.
Am I misunderstanding the node? Or should I make a bug report? Link to a video for reference: #šāacolyte message
Edit: It seems I misunderstood the node, thanks Pvt.Vlad <3
Yes
Applying is different from Spreading
Spreading means you hit a target that has Witch fire on it, and it will spread that Witchfire to nearby targets
Aaaah! That makes a lot of sense. Thanks a lot for clearing that up :)
I thought there is a sale suppose to come out today?
Oh great this is super helpful thanks!
Can Fire Aura be cast "directly" in any way from the game mechanics perspective, such as via Flame Ward?
Asking for Sacrificial Embrace gloves purposes. ( "When you directly cast an elemental spell each stack of Abyssal Rite is consumed to grant the spell +20 spell void damage and +20% void penetration per stack")
AFAIK the only means of casting Fire Aura are through procs and similar effects. It's not a class skill, so since you can't put it on your bar, you can never cast it "directly."
Twitter said today...forum post says tomorrow. Might have to wait until the whole world is on the 15th. Either way its on sale for a week so shouldnt miss it
To clarify, usually sub-skills inherit the directly cast skill's effects, so I was wondering if Fire Aura is a sub-skill of Flame Ward if specced, more specifically š
that I'm not sure of
Fire Aura is one of the few (3 I think) exceptions and is treated as an ability which could be equipped on your bar but can't actually be. This is because it started out as being able to be equipped on your bar.
Ahhhh, sneaky Fire Aura! One day imma make an RF build in LE 
I tried to get a thing made recently for that. Got shot down š¦
Judgment Aura is pretty close
Do you have any plans on balance changes in the near future? Some classes seem much weaker than others, and Sentinel just seems straight up broken.
I live for asking you guys such questions.
So there's currently no way to directly cast Fire Aura, just to confirm, Mike?
Yes.
Winds of Eos Runic Invocation fire auras also do not benefit from Runic Invocation tree?
One more question regarding Serpent Strike Fast Acting Toxins node (Serpent Venom Damage per Melee Crit Chance: +2%) -> Does that count melee crit chance above 100%?
any preview into MG changes for S3? Increasing gold cap, increasing tax?
I haven't seen a gold seller in chat for about 2 weeks either lol
shh let sentinel players have some fun
Does Decrepify from Pearls of the Swine get damage modifiers from the Bone Curse skill tree?
When is the ability to lock items that we have equipped coming in?
We haven't announced a system like that. If you would like us to consider it, please use #1210282176680169562
We haven't announced anything yet.
That would be amazing, so many accidental switches without a item lock.
Because I cant' seem to manage the math here, Something which triggers every second but can get 1400% increased frequency, how fast would that cast per second?
Showing my math cause I'm rusty at algebra and I only have a reference to how to calculate % increase in speed given an old and new duration so I'm only confident in this first equation:
% increased in speed = ((old duration / new duration) - 1) * 100
% increased in speed / 100 = (old duration / new duration) - 1
(% increased in speed / 100) + 1 = old duration / new duration
((% increased in speed / 100) + 1) * new duration = old duration
new duration = old duration / ((% increased in speed / 100) + 1)
new duration = 1sec / ((1400% / 100) + 1)
new duration = 1sec / ((14) + 1)
new duration = 1sec / 15
so 1400% increased speed of a 1 second proc rate would be a 0.066 second proc rate
So around 6 per second?
No, 15 per second (if my math is correct)
I should add units
agent u got any idea when are u pushing the fix for the broken build bug?
No updates on status of bugs in #šØāask-the-devs-not-support-no-bugs
Oh then this might be viable, If that maths correct. Thank you! I dont think I've seen this particular interaction been pushed quite that far, but its pretty easy to hit 400-800%, Thanks again
1 per second is already a rate, so you can multiply the frequency change directly 1 per second * (100% + 1400%) = 15 per second.
If you had something like 1 per 3 seconds, you could think of that like 1/3 per second and do the same math that way.
(Just to validate that the math above is right)
Well, now I just have to figure out how to pack as many curses as possible onto a target for damage and this might be a build
When a shade spawns via the abyssal trap is there a reason why it doesn't have a minimap icon?
Probably because it doesn't have a minimap when fighting it normally and this is the first time a boss has been able to spawn in echoes.
it should probably have a minimap icon in echoes tho, marking champions but not the shade is kind of silly
makes sense I've found myself run past a few without noticing while zooming through maps
is uber aberroth drops effected from rarity from corruption?
No, Uber Aberroth is static difficulty content and doesn't scale difficulty or rewards with corruption. AFAIK that's the only Woven Echo that doesn't scale with corruption.
that's what I thought but some people were saying otherwise was just wanting to confirm
Interesting cause when in the echo for uber aberroth the active modifiers show increased item rarity & experience
At Rank 12 CoF:
Prophecies grant twice as many items
Would Prophecies bought when you were Rank 11 or below, grant you twice as many items, after having reached Rank 12?
as long as you're 12 when you complete them
does Rot Grip on the VK passive tree work with the extra time rot chance every 2 seconds on Eternal Eclipse?
15x
FOR THE LOVE OF GOD FIX THE HC HARBINGER PROGRESS LOSS ON DEATH PROBLEM
FWIW there is a static increased damage and health modifier applied to the area so if it's always showing the same thing, then it's probably that. If it's showing the typical random area modifiers from recent echoes (i.e. different modifiers each time), that sounds like a UI bug.
have the guy/s that came up with portal charm and rune of havoc got a raise?
are portal charms and rune of havoc new to Season 2?
ya
No. Eternal eclipse doesn't grant time rot chance for void skills, in general.
right, neither does bbc, but we think it works (it provides time rot on hit)
Time rot on hit is generic chance, so it applies to void skills. EE gives time rot chance to a fire melee attack. Even if the buffed attack also happens to be a void skill (i.e. half-converted void cleave), rot grip doesn't take it into account because its value is based on your global stats, not a specific skill's stats.
Does Spirit of Dread on Ghostflame get rid of the damage reduces while rotating part of the ability? the tooltip also says ''-0.3% damage per degree rotated'' is that Less damage or Decreased damage? and does it cap out at a certian amount of rotation? It's hard to see what its doing
Guys some question.in looking into my lightning blast tag and it's not tagged elemental damage only spell damage,lightning ? Anyone know why?
is call of the firstborn(boss echo double drop chance) not effecting normal aberroth dropping uber aberroth echos intended?
Elemental damage always applies to lightning, fire, and cold tags, nothing gets an "elemental" tag
I can never find a solid answer for this, does CR increase LP chance or just amount of uniques that can drop?
it does have a minor impact
The way it is worded would imply that any time a boss echo drops, it has a chance to be duplicated. Since this has no memory, it is entirely possible to have a dozen failed triggers in a row at 40%. It is possible that it is not affecting boss specific drops though.
If you are ever unsure if something is a bug or not, please use the in game bug reporting tool directly.
Yeah I've killed normal ab 500+ times and never had a proc I'll throw in a report incase it's a bug.
No, the node would say if it did that. It is the same thing that Disintegrate has. It's a "more" modifier, so it's giving 0.3% less damage per degree rotated. It isn't applying the less damage while you are not rotating.
good morning, so my significant other and i have encountered a weird bug a few days back before the supporter packs were removed, i gifted it to her and she recieved and claimed them on steam but not ingame. the packs have been gone for some time now and she still hasnt received them ingame. We submitted a ticket 5/6 days ago but we havent recieved a reply. is there something more we can do? not sure if bug or steam issue. asking for guidance
do the blessings that increase certain item type droprates affect the rate/amount of a boss's drops that fits that item type?
thanks
Just a suggestion, consider increasing the harbinger eye drop rate, for me at least it's been frustrating farming them and practicing the aberroth fight, I'm at 400 corruption fwiw
Does Increased Experience from higher Corruption increase the amount of Amber gained?
Does Decrepify from Pearls of the Swine get damage modifiers from the Bone Curse skill tree?
Is this true for all (secondary/additional?) curses applied by a skill?
Is there a way to copy my online chars to offline mode?
uhhhmm i just lost my crafted unique in the eternity cache
put both unique and exalted and crafted it and when i ported its gone
The support ticket through our support site (not in game bug report) is the way you'll get it resolved. They can fix it.
no
We are always looking for suggestions for the game in #1210282176680169562
no
generic stats yes but I don't think the bone curse tree has any of those
I'm sorry, we don't have an option to do that.
it seems like the eternity cache is bugged it just ate whatever i put in it and i cant take anything out but i can put something in using shift right click but the cache itself is just a blank and i cant click on it or anything
The Eternity Cache is secretly an extension of your stash and if you go back it should still be there.
Please use the in game bug reporting tool to report bugs so we can get them into triage for fixing.
so its safe for me to leave and refresh the dungeon and whatever i put in it will still be there?
so i came back beat her again and open the cache, and what do you know its comepletely blank i still cant put anything in nor see the previous items i put in it
Are you guys planning to add the possibility to leave a monolith to store some stuff and then go back inside to continue?
Does adaptive damage change according to your highest damage source or does it change to the skills element/damage type ?
to the skill's element tag
Are you in the right time? You can only put things in in the non-void time
Bump on this question
yeah, i finally know what caused it found on forum, apparently you can't craft different faction items it breaks the cache and you have to relog to get your items back
Is there a way to macro search stash tabs for double T7 items? I tried T7&T7 but it works the same as just T7 and higlighting all single T7 items aswell
i also couldnt make the & and | operators work, maybe im writing it wrong
They work, just if you put T7&T7 they overwrite each other. T7&T6 works. T7 means "at least" one T7. So you can't search double T7s separately without showing all single T7s
Am i misremembering, or was there a "spark charge" - related node either in "Flame Reave" or "Firebrand" at some point? I cant find it right now but I remember seeing it somewhere a while ago...
May you have mixed it up with elemental nova or mana strike spark charge nodes?
There's not but there are a few sources of spark charge on melee hit for mages
I know Mike said they want to fix (remove) snapshotting because it's a terrible mechanic they never wanted in game...
Is this something we might see this season, or is that more likely going to be a S3 thing?
Good morning, i had a question about witchfire spefically involving its area of effect. As it stands if you have witchfire either through warlock passive tree or relic it applies the dot within a 10m radius from the player. I'm curious if i get stats that increase skill area will this default 10m radius of effect increase or is it locked to 10 meters.
As an additional question is there anyway to make the skill tic faster, i understand how to scales its damage "crazy high" which is great for echo clearing, but currently its falling short on bosses as as great as the damage is the current tic is slow and its limited to one stack. i dont know if i missed something but i cant find anything.
Last stream Mike said
Earliest s3
We aren't working on it but if we could just have it with the flip of a switch, we would.
The skill's damage type.
Would be great to add this in the future ^^
you know there's an alternative you could do with a flip of a switch... stash anywhere! š
Not the same thing really. It also does have massive gameplay implications so we would need to change a ton of other things too.
Yeah, letting people switch out gear for different aspect of a mono could affect future content design limitations. It might be easier to have a system where you can just send stuff we find to a temporary storage, even in some limited capacity... but then you get into begging the question of just increasing inventory space. I have noticed that with COF + Weaver it's much easier to fill it up than in the past, though.
Not sure what can/should be done about it. Perhaps shrinking item sizes in inventory would be a more elegant approach--don't even have to go full D3 about it either, though that could work.
still has all the same design concerns. The limit on the space you have in your inventory during a run is a key element.
If anyone has an idea that they would like us to consider about this, please use #1210282176680169562
witchfire isn't a skill so it can't be affected by increased area of skills
no
Adding a chest at completion of The Fading Brink would be nice tho.. There's no way we can carry 10 Harbinger loot at once
Please use #1210282176680169562, we don't take ideas from this channel.
I need a bot that just auto-replies to every message in here with that.
not that I know of
The closer you can get to the item you want, the more likely the item you want will drop.
if you allowed people to exit an echo and return it would allow people to play like PoE, filling up inventory, portaling to sell it, and returning. i enjoy being stuck in an echo. it would be profitable but a hellish grind
yes, it can go over 100%
Grand, thanks!
can you drop experimental affix on the regular imprints? is it considered "regular" monster drop for that purpose? Or is this only for the champion imprint?
thanks you mike for reply, if i may can i ask what scaleing tags would apply to witchfire. currently the only scaling tag is damage over time. i would assume increasing stats of spell dmg/fire dmg/ nec dmg would apply and i believe intelligence wouldnt. or am i way off and it is just dot affix's/nodes and then damn/ignite chance from Grimhilde's Domain warlock passive tree node
I'm not sure off the top of my head, should be pretty easy to test though.
Out of curiosity is there any idea when/if Supporter Packs will have an upgrade function? I bought the Woven Vanquisher, but now I wanna upgrade to Woven Legend.
https://www.lastepochtools.com/ailments/witchfire
This has all the info on it
It deals fire and necrotic damage over time and is affected by those relevant scaling tags
I don't think we are able to add in a differential upgrade pack. I haven't heard any progress on it.
Aw rip, hopefully they do add it because I so don't wanna pay another 50$ for stuff i already have
Yea, would be great if we were able to do that.
thanks again mike i did use le tools to get the info prior to asking but as it labels only damage over one tag i just wanted to confirm as there is too many different numbers on screen when testing at dummies. specifically the does it help stat is increased spell damage particularly increased spell damage while at low life idol.
no, it would show spell there like abyssal decay does for example
https://www.lastepochtools.com/ailments/abyssal_decay
The cold version of storm crows looks so much cooler than the default
are there plans for memory optimization? I was running on 16 gb ( yeah, low for whatever) and the game consumed 5gb, running my laptop at 85% memory total). I finally found another 16 ( the speeds of the stock are 40, at 5600 mhz and its hard to find such here) and now the game consumes 7.2gb.
Are class idol prophecies meant to have class bias or not?
any plans to make the mouse bigger or a different color? i lose it in the heat of battle sometimes
Rn they can't do it
Some technical Unity shenanigans
They want to
In the mean time you can use Yolo mouse or make your cursor bigger in Windows
weird, sounds like a small issue with easy fix. that sucks for them
It's surprisingly harder than expected apparently
thanks for the update ā¤ļø
Reduced Exiled mages spawn from 2 - 3 to always 2
Omg ty so much. I always hate this echo objective. At least I won't always have to wander for 10 minutes from one end to the next. Don't suppose we could just remove this from the objective pool entirely, though, eh? At least a weaver node?
"Guppy" The Baby Chronowyrm is in the sale section in the cash shop but it's full price. Is this a bug?
what is the deal with the new update that made loot on the ground to keep moving around when i move around, and also appear in completely wrong positions as if they were when there is no filter, instead of being "normal", like what even is this: https://streamable.com/pv0d8g
this is most likely an unintended workaround, but if you're running an echo with a Nemesis and it has an egg, you can use the stash UI to dump your inventory š
oh yeah that's true
Hello! I am considering buying the game, but I have a question about accessibility features. Is there an option to change HUD and text size? I know there was no such an option on launch, has anything changed?
in new patch, drop item labels jumping around the screen is intended change or a bug?? o.0
Am I correct that instant ailment damage from DoT like Conflagrate in Enchant Weapon skill tree still scales the same way as any other DoT and will be considered as DoT for all purposes despite applying damage instantly?
Second question in addition to this: if I apply ignites with Meteor then "detonate" them using Mark of Forbidden Flame (Flame Rush tree), will the damage multipliers from both skill trees be applied?
I have not found anything while searching, so excuse me if it's been asked before. But is there a plan to have a sound when someone whispers you?
Yes, the dot is dealing the damage. The consuming skill doesn't have an effect on the damage dealt unless specifically stated.
Like in the case of Mark of the Forbidden Flame. The damage multipliers from Flame Rush like Manafused Current for example do not apply. The specific Fire damage Per int that Mark specifically says it gives is the only part of Flame Rush that applies.
Not that I know of off the top of my head but maybe. If you'd like us to consider adding it to the game, head over to #1210282176680169562.
Yes, there are now a few preset sizes and you can customize it a little bit.
Thank you for detailed explanation. So it seems like unless I'd manage to have 602 int it is better to use enchant weapon for ignite detonation 
The loot "running away" bug is sure a funny bug I am seeing ( watching aaron play ) XD
flame rush one will do more damage but it's a little risky
Could you elaborate please? Detonation from Flame Rush has 1% more damage per 2 int, so it is 100% more damage at most in perfect setup (200 int). Searing Conflagration after Conflagrate in Enchant Weapon tree gives 200% more damage to detonation without any need to stack int. Am I missing something?
would it ever be possible to have spectate let you watch from partners screen so you can watch the fight as your dead or is that not a possible thing ?
it's possible, with streaming
can we please hotfix these constantly moving loot tooltips that was introduced with the latest patch, it is absolutely unbearable and makes it extremely hard to pick up things, if this was intentional at least add a toggle option: https://streamable.com/pv0d8g PLEASE
Oh wow, that's amazing! š
Hopefully now the game will be playable for me. Thanks!
Brother, windows and all OS consume as much memory as they realistically can. If you get more memory Windows will prioritise and consume more if the program requires it. The more you have the more will get distributed.
Unless youāre trying to multitask the game, stream and do video rendering at the same time, I donāt think thereās anything you need to worry about how much RAM is used or not. Windows will allocate appropriately.
I switched the toggle label function from "Alt-Z" to just "Z," then just double tap it when there's a lot of loot on the ground. It will re-center and stack them as best it can.
In fact, this worked before this update, but you wouldn't normally notice the issue unless you were dropping tons of loot across several screens worth of area.
It even works in other games, like POE1. You'd probably never run into that issue in POE2, though, since nothing drops. š¤£
you are completely missing the point it's not about tooltips being elsewhere than the drop location, this has always been the case in many similar games, the point is with this patch they made it where when your character moves around, all the loot tooltips keep spinning around from and to random locations, which i deliberately made a video to show
Which everyone knows about, but the workaround I described helps for now
Lots of people talking about in game chat
Is the Weaver passive "Woven Fortunes", that gives Champions chance to drop woven echos, working if I kill champions in Woven Echos, or just normal echos? I'm getting mixed information when searching.
i haven't found others talking about it, can you please show me some so i know others are experiencing the same thing
If you encounter a bug, f8 to report it, you can even link your video in the report. Making multiple posts about it in the channel named "no bugs" isnt going to help
Hi just starting out i cant get the game to launch online and im clicking online from steam any help would be awesome!
The node says it's just for normal echoes. I would assume it's correct unless there's a bug involved.
Probably just a case of people not reading it correctly.
Yes, I agree, but was getting people that said the opposite, so wanted to confirm.
alot of ppl said the same thing about commoners riches not working for woven echoes too, and that turned out to be completely wrong
Thanks, I'm concluding it's working as it's described on the notable it self - only in non-woven echoes.
Which is why I stipulated the part about a bug.
However, this could also just be false positive / confirmation bias due to them having other nodes that were triggering and they just misattributed it. Hard to say without more concrete examples and deliberate testing.
i watched some streams the spinning loot thing is happening elsewhere too, so i'm not as worried, surely the reddit mob will be in uproar soon if not already
Please post all bug reports to the in game bug reporting tool.
We have a support site with a contact form that you can message if you would like to get help.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
i believe non-woven arenas are the only place it doesn't work by default on champions other than the last seems to work now in all echoes (which i reported). along with commoner's inside of them
Thank you so much for this
Will a hit from a melee converted healing hands from a direct cast smite proc palarus's mod to cast smite with a melee hit?
Yes, though you do need to be in melee range for melee HH to hit something.
when doing the Woven Echo with all the shades, does corruption matter for loot drops?
Just confirming, Winds of Eos Runic Invocation Fire auras are not affected by runic invocation tree?
do you need to re imprint to get the patched effect?
Yes, specifically the corruption it changes that timeline to upon completion.
@fast spade Correct, fire aura is not affected by any skill tree except where explicitly stated.
um...so if I'm fighting the shade echo at 100 cr but it will change the corruption to 1200, then the rarity is rolled off of 1200 cr?
No
Just wanted to thank you guys for the swift patch to fix the labels issue. Definitely appreciate the responsiveness of the team on things like that.
ok thanks for the reply
THANK YOU! š (I will test this thoroughly, but im sure this time it has been fixed. For sure. Third time's a charm. Surely.)
Yea
There are people saying that top left and top right imprints are triggering in woven echoes. Not just in regular echoes as it says in the description. Are they just pulling our leg or can I start printing red rings in my regular woven farm strat?
Is it intended that old affixes that donāt exist anymore (endurance threshold on relics for instance) canāt be rolled off with a chaos glyph or sealed with a despair glyph? I have a fantastic relic I want to use but I dont want endurance threshold on it.
Only way I could remove it is with a rune of removal but that would risk me taking off my T7 or T6 affix
Hi, big fan of all the new content, I must have put 800 hours into this patch building characters to kill uberroth. Are there future plans to add more endgame bossing content into the game? I would love to have more interesting bosses with more chase uniques (maybe not as ubiquitous as SW), perhaps uber majasa, uber harton, that osprix guy from act 1? Ofc new bosses would be cool too I just yearn for more aspirational boss fights.
Bumping this question as I don't think it got answered yet. I was wondering about this as well
The melee damage while you have frenzy isn't affected by increased frenzy effect.
Melee damage for you and your minions is actually 2 stats that are being displayed as 1 to save space. It is actually the stats "added melee damage" and "added minion melee damage". These are considered damage stats and are affected by foe cleaver.
added melee damage while you have frenzy is not a damage stat. It is a "player property" and is unaffected by foe cleaver.
@harsh sky for visibility
yup
yup
I don't know of any bugs associated with it at the moment. If you think it might be bugged, please use the in game bug reporting tool.
When looking for prophecys for Exalted Gloves, I've found that the amount of glove drops I see are almost always 4 or 6 (with lens that gives double reward), I've never seen above 6 I think. But Boots often goes up to 24 drops, and helmets are also at 10/12 or thereabout. Is it on purpose that Exalted Gloves has so few drops? Shouldn't all armor pieces have the same drop amounts?
I don't think there is anything in there to affect this. Sounds like a string of bad luck or a bug.
If I imprint a Legendary with affixes in the Warlord's Riches node then the LP depends on the number of affixes rather than the tier of the affixes right?
I was having the darndest time trying to find Diamond Matrons in monoliths the other week, ended up going days without even seeing one. I was doing echoes in the dragon timeline which I'm told can spawn them, but no dice. I don't suppose there's any map layout that is more likely or guaranteed to have them?
it might be wise to start compiling all of the questions asked about imprints into a F.A.Q. document for the server. cause it's like 30 times a day
Temple map where we fight Majasa For example you will find them in the Upper temple.
Me and a couple others players have tried to compare the drop rewards for a while now, and we never see above 4 / 6 rewards (with Lens) from Exalted Gloves, while Chest, Helmet and Boots often has much higher drop rewards, up to 24.
I've reported it as a bug, so you're team has a chance to investigate further. Thanks for your response, have a great day! š
Any dev in here??? i somehow managed to duplicate an item O_o
Report it in game
You can also use
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
And last thing, make sure it persists when you relog
Good morning fellas. I cant Chat ig. my MSG dont come through . u know maybe why ? i got no message. No info for a ban or something
How does Warlord's riches work with uniques? Is it any different than the other 3 imprints?
There is a bug where you end up blocking yourself.
Check your blocked player list
I'm really intersted in the weaver's idol enchant for rogue - that has a chance to throw acid flask on bow hit. Specifically wondering, from a game design standpoint, if the 3 second cooldown was added because of Heartseeker? Well, not limited to heartseeker(just because it has a lot of hits).
If sentinel can proc smite in 50 different ways, why can't this say something like "Up to 6 times every 3 seconds"?
It doesn't.
so instead of just trying to drop similar uniques with no affix, it just doesn't do anything at all?
No im not blocked. what else could it be ?
Are quest-echo reward chests supposed to be always empty? If so, might as well just remove them since they have no purpose. The amount of enemies slain during said echoes matters not since the outcome is always the same.
Reported it as a bug a while ago just in case.
It tries to drop sealed affixes which don't exist so it does nothing.
can i name my sentinel negrito ? or its racist ?
Other people can't see your character names unless you share screenshots or stream or something
What a gigachad patch this is. I only have one thing to ask..
Can you bring back T-Pose mage please? It was so good. Levitating the weapon too.. was so badass and a top tier meme aswell!
First I even thought it was intentional, that's how good it fit the chanelling style. Can't imagine anything more arcane than spreading your arms, starting to levitate and destroying everything around you.
(I'm guessing the flappy bird animation now is just another bug)
Assert Dominance
Is the spell "translation" on assassin inspired by League's flash summoner spell ? it has the same effect and spell design
i'm just curious
Note: She mean shift for rogue
Feelsbadman lol
woops thanks xD i'm embarassed now gg wp
when the next update will come??? after finishing uber aberoth the content just repeatable.... to combat boredom the only way to play the game is create new character with new class @_@, is there any fix roadmap??? and if i can suggest can dev give monthly release for costume or suport pack??? my pocket ready.
They're working on updating the roadmap and new one will be out before season 3
next content update is season 3 in 2-3 months time. probably 2-3 months
Rogue's always talk IN ALL CAPS because they always use Shift
Is there any cap that's being applied on penetration both for monster based & player based? E.g. having any more than 200% penetration has no effect on some variation of this
Hello, I'm trying to figure out how to scale Forging Flames, from the Ring of Shields skill tree. Does anyone know why rotation speed of Ring of Shields matters?
Is it for more defense against projectiles? Does it affect the shields' damage abilities in any way?
If the melee damage while you have frenzy isn't affected by increased frenzy effect, why does the alt text say it is? Is the alt text flat out wrong?
how can a dead voidbourne nemesis cast a black hole? Killed him, looted the shards and suddenly a hole appeared and all projectiles also spinning around
I can confirm this, amount of drops are indeed different, countless prophecies done in like 500h max cof rank. Seems like it is by design? Not sure why tho.
i was just at the soul gambler and i have minus 383 points, is that a bug?
I have reported this as a bug, as Mike said that it shouldnt be like that, so it's either very unlucky or a bug. So a bug it seems.
that particular skill takes a bit to actually land and begin. so the nem could have cast it and died right after, but the skill will keep going. afaik, the devs are looking to curb these after death dmg effects, so, make sure you bug report it
if you think something is a bug, report it, you dont have to ask
Why can't I play online
The internet is fine
How did you arrive at the 0.35 interval/cooldown for penance? The only real issue seemed to be triggering more than once per tick/frame/attack so even a 0.01 cooldown would have prevented the degenerate behaviour where eg one soul feast hits enough targets to reliably trigger another soul feast indefinitely.
Playing with very fast hitting skills like chaos bolts without soul feast or hungering souls chains didn't generate absurd ward or lag, but it generated enough to be an interesting alternative to low-life etc
As it stands there's no way to generate enough ward or triggered spells or ruby fang aegis buffs to make the self-hit build worthwhile.
Is there any plan to introduce search functions in the bazaar in Legacy for pre-nerf affixes? Example: endurance threshold on rings and gloves, health regen per second on boots, etc.
Not that I've heard of but if you'd like to see it, drop it in #1210282176680169562 for consideration.
I'm not sure, if you'd like some help you can contact support via our support site.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Where are you getting the max trigger rate from? I can't see anywhere that would limit that.
from the 1.2.4 notes: Penance can now only trigger on the affected target once every 0.35s. We donāt want to remove the capability for Acolytes to hurt themselves to trigger other effects, but we need to prevent infinite damage loops that were hurting the servers even more than the Acolytes.
because when it was added, a special case was created for this. It wouldn't normally but this does. I didn't look at the alt text. Increased frenzy effect does increase that damage.
ahh yup, I'm working on a different branch that doesn't have the updates from the most recent patch, that would explain it.
It is more for feel and vibes than anything else
Not really. I mean, technically the answer is yes but for all realistic purposes, no. You would need several orders of magnitude more penetration than it is remotely possible to get to hit the technical cap.
Ah interesting, I've been spending hours trying to figure out how to make it deal dps, I thought maybe a cooldown reduction spam summon the shields would scale the damage over time. Darn, I guess it's just for looking cool. It seems like waste points to try to get the shields to spin faster/ do more damage.
I don't know but in general if I find myself asking that question, I usually assume it is and avoid it just to be safe.
So how did the 0.35 cooldown get decided? it's just not possible to generate meaningful ward with % chance to gain 30 ward when hit idols and ward on block with a cooldown that long so the build is ded.
The patch notes seem to suggest the change was intended to mitigate lag and that you want to keep the self-hit stuff around as a meaningful option.
That was the lowest number possible that didn't generate an infinite loop.
So who do I need to bribe to get me another lizard tail drop doubler? The weaver hasn't been very cooperative with me on this...
Good afternoon, I have a question about boss drops with party play and using envy's. I've been in a situation where when in a party after setting the glyph of envy to the correct timeline. We will gaining enough stability through consuming FP on items to max boss bar, then we would load and killing the boss and harbringer. Currently the party member gets no boss drops on kill when envy's were used to gain boss stability. Is this a bug or just how glyph of envy's work?
Hi, Ive a couple questions about stash search macros
-
Is there a way to filter for double exalted items? Closest I've got is 'T7&T6' but it only highlight t7+t6 and not t7+t7 or t6+t6
-
Is there a way to filter for T7 of a specific mod? Eg T7 Melee void dmg on 2h is 93-119, do I have to make an ugly regex that matches numbers 93-119 (is that even possible?), or is there a simpler macro that does the same thing?
Only way I can see is to try some ugly regex stuff
If you have enough stability it should be fine. I'm not sure if it works with envy but I would expect it to.
boss drops work perfectly fine when just doing the normal grind echos to fill bar, only time drops are a issue is with envys. as now i know the should work for both ill make an in game bug report thanks for answer mike
This would be good feedback for #1210281911872786482 or #1210282176680169562. Currently, the tier macro is just an "any affix matches," so AFAIK matching combinations of tiers it not possible. Feedback on use cases for what things players want to match, but can't, will be helpful in deciding what other things to add support for now that we have the system in place.
i am loving this season! One of my favorite things is having a shade of orobyss randomly spawn. I love seeing more random rare encounters, especially being able to tweak and choose them in the weaver tree.
How does the team feel about random encounters and would it be something that would be explored more in the future? Would be cool to see campaign bosses randomly pop up in an echo or maybe even harbingers/abberoth (would need some resource requirements to balance maybe).
hi, i have a question; does blessing have any impact on boss unique drops? i.e. if i have more "body armor drops blessing" would that mean i get more chances to drop null portent from abberoth?
No, blessings do not affect boss drops
I have a question. I been keeping a eye on this game for a while, looks very fun and refreshing as opposed to Diablo. Anyway to my question, I been wondering any news on consoles receiving a port of epoch? Even a estimated projection of a year we could see it? Any response id tremendously appreciate, as I'm super excited to start trying this even in a beta or whatever format.
it's something the devs want to do but there is no ETA
Ok, was just curious.
Do you guys ever decide to hold off on releasing an update, especially a QoL one, to save it for the next season? It seems like you haven't so far and that's great, but it might also be good to have it as additional things to draw people back for the next season. I'm mostly curious if that's ever a consideration for the team.
Is there a timeframe to have the click to interact option that was in place for a short time but removed because it was disabling the skill all together. To me it was almost perfect, I even had a work around
Ah ok sorry. Just wanted to be sure, thank you!
Is there any difference for scaling damage for curses that damage players? As in if i have generic increased damage it will also increase the damage that said curse will do to me? Following that same logic, would all defensive layers like resistances, less damage, and armour apply?
Any plans for cross class ability, as example allow you to access Smite Passive tree as an spellblade, or at least part of it, as there is some weapons that allows you to cast smite but you cannot benefit from it
Why does my stash open to a different tab every time? It's not the last tab I changed items in, it's not the one I last edited/renamed. It's not the last tab I was looking at. I'm stumped. Being able to pin one as the one to open (my current build's crafting gear) would be nice.
It should pick the most recently sorted or saved tab. I usually just edit and save the tab with no changes to update it. Ideally, we'd make this an explicit option in the UI so it's more intuitive.
Ya it feels a little off - last tab you had open feels much better if you are going to default to something and not allow explicitly changing it, alternatively a little star or pin you can click or option in the options tab to set your stash to open on that tab would also be great
Hello, im curious if the amount of people that choose to play legacy is surprising to devs. And if yes is it a good or bad surprise, and if not rude to ask why is that??
Is there a rune cap i need to be aware of? Currently at 61k shatters
why can't we search for "mage" without highlighting every single item?
I feel the same could be said for skill search. You could type a keyword into the skill page and highlight skills with nodes that have the keyword. I.e. "swipe" or "smite" for all skills that at least have a node that utilizes said skill or keyword. It works when you go into the skills but not on the main page.
Well, technically yes but you'll never hit it
Because something in the item descriptions probably says mage that shouldn't be searched.
Mike. Why is the honey irritated?
I thought it would be more. I'm pleasantly surprised that most people are playing season. It's what I would do too.
I'm assuming this is a pun setup that I'm not getting so...
I don't know, why is the honey irritated.
Nope
There are enemies in the game called "Irritated Honey"
is it intended that spirit step(evade replacement from flames of midnight) now follows the cursor instead of movement? my keyboard movement -movement abilities is set to "short range - follows movement"
Maybe. It does muddy the waters of class identity a bit. I think it would have to be a specific skill to a specific class and probably through an item.
I did not know that lol. I would have assumed that was a typo.
HOLY. The enemy I saw continuously isn't on Tunklabs. MIKE. Wtf is irritated honey. Tell me your secrets!
It's intended to do what you expect it to do. So if it's not, please make a bug report in game.
It used to be that it followed movement. but in the recent patch it got changed. probably due to this:"Fixed an issue where a replaced Evade (such as Terrify) was counted as short-ranged for the purposes of the WASD āShort ranged follows movementā movement setting.". But now it just feels worse to me since it was nice that spirit step(which is just a small blink instead of evade) now follows the cursor. I liked that blink followed movement while i could still have my long movement skill on cursor
I've seen Aggravated Honey, is there Irritated Honey as well? I definitely want to know why all the honey is upset
https://discordapp.com/channels/368953963267096586/844008172640403496/1373113145908007016
DaMAGE
when you imprint a legendary with 3 added affixes, does it count as imprinting with 3 LP? or does it have to specifically have 3 legendary potential organically?
I don't think the game can tell the difference
It's all the same
i meant when you said previously that LP is taken into consideration when the imprinted item drops, so for the purpose of that, if i don't have a 3 lp item but i have a legendary of it with 3 added affixes, it'll consider it as 3lp when the imprint drops? (ofc the bonus is tiny especially with rarer items but still)
Yea, 3 affix legendary = 3 LP unique
ok ty time to switch it up been putting a 2 lp this whole time but have a 3 affix leg
Is the weaver tree node Warlord's riches working as intended? I've had an double t7 helmet on it for weeks but never noticed it proccing. If it is working perhaps imprints need more visual clarity.
It's working. Getting a sealed T7 is quite rare though, so maybe your filter is hiding the procs when they are lower tiers. Warlord's Riches doesn't guarantee the tier of the sealed affix matches the tier of the chosen affix from the imprint, just that it can be up to that tier.
Could try using the new affix count loot filter condition to make items with sealed affixes more visible to see more of the procs.
If you are experiencing a bug, please report it through the propper channels. If you would like support, please contact us via support. Flipping us off in multiple channels all at once isn't a good way to get results.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
Is incubated silk on weaver tree still bugged?
not that I know of but if you think it might be, please make a bug report
FYI, the Legacy experience has some major problems with the seasonal stash consolidation, and Merchant Guild is dysfunctional since there are no buyers thus no income to buy the MAX_GOLD items that migrated in from seasonal. Not sure the solution but legacy will need some love at some point. MG has a hyperinflation problem, but you're well aware of that.
Legacy/standard/non-ladder is the palliative care ward of ARPGs. They don't pull the plug, but they don't promise a cure, either.
LE-52 how to fix
It's a generic error that doesn't have 1 cause or fix. There are several things you can try like restarting your computer and router or disabling a VPN. If you're still having issues please contact support for help.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
I'll test later, this is where I first saw it
https://www.reddit.com/r/LastEpoch/s/NYm48m0bUX
Hi Mike, hopefully you're feeling better. Do you know if we'll be getting an updated roadmap for the general features of 1.3 or will they be revealed gradually over the following months / during hype week?
How exactly does Warlord's Riches work? It doesn't have the "similar type" wording that the other 3 imprints have, only stating that it drops "same item type" with a sealed affix (and none of the "items dropped this way are affected by normal drop requirements" either).
For example;
- Will it try to drop a similar subtype of item as well, or just the parent type
- Does it take into account a sealed affix on the imprinted item
- Will it work with legendaries with affixes (will it try to drop those slammed affixes as sealed affix on the dropped items)
- Will it try to drop items with affix tiers similar to the imprinted items, especially for multi-exalts? (we do know from the description that the resulting sealed affix tier is partly dependent on the imprinted item's affix, but no info about if it will affect the resulting non-sealed affixes)
- if imprinting a unique/legendary, will it try to drop a similar unique as well? (obviously without sealed affix, just a clean one)
- can it drop non-normally sourced affix like champion affixes
Sorry for the long list - Warlord's Riches is just a big mystery to me š !
Just type
No
Yes
No (the sealed affix is more likely to be of a higher tier if the selected affix on the imprint is of a higher tier afaik)
No
Actually idk the last one, the normal affixes will be normal but I assume it can get stuff like experimental sealed
Correct me if I'm wrong agent
It's pretty literal in it's wording on the tooltip of what it does. Same item type (not subtype), 1 item per imprinted affix (including sealed), any affix is chosen to be added as sealed, tier of added sealed affix is capped by the tier it was imprinted as. Legendary affixes (the red ones) are affixes, so those should work as well. Restricted affixes can't be dropped (i.e. reforged set), unsure of champion since those are specific to a monster but do normally drop as sealed 
ā¤ļø
So you can't get one to drop a sealed experimental?
I think you can since those are regular drops, tho they are drops from a specific monster, so following that logic then champion should work too (or at least experimental and champion should either both work or both not work). I'm not 100% sure on those.
Someone posted a thing not too long ago that looked like warlord's riches dropped a sealed set affix, so it might be just any affix
#āāask-the-community message i got one
In my mind set affixes are the ones that should work while experimental shouldn't since you can seal set affixes yourself but you can't seal experimentals yourself. But it's arbitrary so disregard
But but warlord's riches will take all affixes (prefixes, suffixes, sealed affix) on the imprinted item yea? So there is a chance
Wait agent... does that mean if u imprint a t7 with 3 open affixes on warlord. You are guaranteed for that particular affix? Tiers rng aside
I dont remember imprinting must have 4 unsealed affix like slamming do. Correct me if i am wrong
Yes, but the drop chance is multiplied by number of affixes, so it'll proc much less
I forgor the last line in description exists 
Is there a date for a drop of new cosmetics? (or it's in the near plans?)
No but it will coincide with the start of Season 3.
I haven't seen one yet but I sure hope so. I did learn about the last one from people asking me questions about it in here after it had been posted though.
Do blessings like "Increase Unique Drop Rate" or "Increase 2 hand spear drop rate" affect imprints of those items?
no because the imprint system doesn't know that you have a 2 handed spear or a unique item imprinted when it is rolling to trigger or not
By the way, is the balancing for next season going to be based around 300 corr like before?
where can i make suggestions about the game ?
please use #1210282176680169562
It's kind of a reductive way to look at balancing. We've never really done that because you have to balance what builds can do at 100c and during the campaign too (and everything in between and along the way). We've added content that will generally require players to get well above 300c now. In general I would say that a pretty good build is still around 300c but we do expect more builds to push higher than that now as certain things do unlock at 500c.
Maybe it's a bug for me then? If I search "mage" every item in every tab is highlighted.
lmao makes sense š nvm
daMAGE
Glad to hear that, even with builds breezing at 800 corr uber was still a nightmare (I have a severe case of skill issue) so I hope more builds will be "uber-viable" š
I heard, if I duplicate an exalted and try to slam it selecting the same affix, it will always result in the same slams. Is this bug confirmed or real?
It's not true
You mean people say stuff that isn't true?
why would someone spread false information on the internet?
There might be a bug but the system isn't setup for resulting in duplicate items to give the same result.
But now with 1 garantied affix the odds on getting the same slam are much higher than before
I'm experiencing the same thing it's annoying rn
If healing hand is converted to melee, does Divine Bolt get converted to melee as well?
No
For healing hand heal to ward conversion, does the heal over time get converted as well?
I am not sure on this one
Hey there! I have a question regarding the paladin class. For context, you can make the skill "Healing Hands" fire "Divine Bolts" at targets by speccing "Divine Catalyst" in the skill-tree, and if you further spec "Divine Bolts" and "Shared Divinity" in the passive tree, you can make it fire +2 extra bolts, ultimately firing 3 divine bolts at a single target.
However, even though you spec these points, only 1 of the 3 divine bolts fired at a single target will hit. This significantly limits the build from bossing since you effectively only deal 33% of potential damage. I'm curious if this is intended, or if it's a bug? š
You need to heal yourself in order to cast the Bolts
You CAN NOT heal yourself at FULL HP
You need to find a way to not be fullife constantly (usually the experimental affix on gloves)
Hey Vlad. I'm well aware of this function. I have %health lost every second and self ignite, so I'm never at full health. My question was about the bolts that do fire when the bolts are cast. It will fire 3 bolts, but only 1 of 3 can hit a target, no matter how close you are to the target. Visually all 3 bots hit the target, but only 1 bolt damages it.
Oh sorry, read too fastš
Yes it's intended that it doesn't shotgun
Very little skills can shotgun in LE
All good š !
Is there a rationale behind this? It seems counter intuitive to have the passive nodes say +1 additional bolts fired if they don't have any effect whatsoever.
For the +1 Bolts nodes, you get to hit an additional target, meaning easier clear.
As for the reason to not have shotgun in LE, I am not sure. If you want the real reason you will have to ask again when Mike is here. But if I had to guess, I would say : balance and /or limitation with how the system is setup
I'm also guessing those specific passive nodes were intended for AoE for the melee version of divine bolts, as healing hands on its own has a skill-node that allows for +1 additional bolts fired.
It makes more sense now. Thanks for the fast reply š
Question for devs: Have there been any talks about making movement during channeling spells as a mage possible? - There's several channeling spells I would love to make a build around but having to constantly stand still to do damage makes the skills not really viable endgame and also it just slows the game down so much during campaign and echo clearing.
If inherent movement and channeling makes the skills too powerful it could maybe be added to the passive skills fx. "allows movement during channeling but reduces damage by xx amount" or like a cluster with "Allows movement during channeling at 20% of movement speed per point" so you'd have to spend 5 passive points to get it
disintegrate would improve so much with this, especially since you have to channel it for X seconds to get the full power. you should put this in the suggestion channel
Yeah disintegrate especially would benefit massively from it and the idea of using this powerful beam to kill everything has always appealed to me in ARPGS but often it's just not possible to survive in endgame unfortunately
Please provide the Chinese update log from 1.2.3hotfix
I have a question about the jade weapon that gives your minion 180% of your poison damage amplifier
Is the calculation for the poison dot like (int * minion damage * minionskeletontreemodifier *minion poison damage * powerDamageAmplified)
and does it work with stuff like poison duration or poison pen?
How normalized is power expected to be across multiple builds? I know other ARPGS often have builds that donāt begin to function without aspirational gear and other builds that are much more early endgame/campaign skewed and fall off relative to other builds as you acquire more gear.
Is this a balance goal?
Yes, an example of this is the new mana guide unique. If you have something more specific in mind please post it in the #1210282176680169562
You'll most likely give them increased poison damage as opposed to more poison damage. All sources of "increased" are additive with each other, so for example the damage bonus from your intelligence is also increased and would be additive with any increased poison damage, not multiplicative.
im quite sure INT is multiplicative, otherwise i feel it would suck, and rn everyone is using stat scaling
It is not multiplicative with other sources of increased. I am 99.9% sure.
Basically it goes:
(Increased + increased + increased...) * more * more * more...
so its (IntIncrease + miniondamageIncrease + (poisondamage*weaponamply) + minionPoisonDamage +increaseDamagethroughDreadShade) * multiplieEffectOfMinionTree
Anything that says "more" is multiplicative, anything that says "increased" is additive with other increased modifiers.
So increased minion damage, increased minion poison damage, the increased poison damage from the weapon as well as the increased damage from intelligence are all additive with each other.
If it says increased it gets added to the increased "bucket"
Doesn't matter where it came from
ty
Hi devs , sorry for my bad english language (i'm french) but , i think that season 2 is for me , an i hope for everyone , a complete and big success . I hope the game will be here for many years , and i know you'll propose us many good mechanics . GOOD JOB GUYS ! š
Question for the devs:
I'm currently using Orian's Eye amulet that says "100% of void damage taken as fire" and "15% less fire damage taken"
I'm also using Ravenous Void gloves which says "13% less void damage taken" and "10% of physical damage taken as void"
On top of that I'm also using Rahyeh's Light shield, which says "25% less fire damage taken on block"
In which order does these things apply? For my case, I'm stacking fire res, so I would want the order to be:
- 10% of phys dmg taken as void, where I have 13% less void damage taken
- then 100% of that less void damage taken converted to fire damage, where I take another 15% less fire damage.
- in case it's a block, all that reduced fire damage, is further reduced by the 25% less fire dmg taken, from the shield.
But what really happens here?
The in game guide page for "Increased, Added, and More" shows an example of how the flat added, % increased additive, and more multiplicative is calculated. Also viewable on this link:https://www.lastepochtools.com/guide/section/increased_added_and_more
Not a dev, but iirc all conversion happen at the same time, not one after the other, then damage reductions apply multiplicatively. For example, if you took a hit that did 100 phys and 100 void you would convert it to 90 phys 10 void and 100 fire, then if blocked you would take 90 phys 8.7 void and 63.75 fire damage. If you are looking to ignore building void resistance, the eye lets you do that but the gloves make you take void damage again. Anti synergy
Popsikles is correct, it goes:
- 1: All conversions
(damage cannot be converted twice, so if you have 100% of void taken as fire as well as 15% of cold taken as void; you'll still take void damage if the original hit taken was cold damage. This means that order of conversion doesn't matter.)
- 2: all reductions apply to the post conversion damage as usual.
Would you know about ailment conversion as well ?
For instance I have Smite which converts every ignite chance into electrify chance and the gloves that convert every bleed chance to ignite chance. Would this mean bleed become electrify with smite or can it only be converted one time as well ?
Ailments are only converted 1 time too
Just for completeness, no it does not work with poison duration nor penetration.
It does also translate any global "more damage" and "more poison damage" modifiers you have to your skeletons with 2.1x value at max roll (it rolls 150%-210% effect, not always 180%) as more poison damage modifiers. So it kinda looks like:
basePoisonDmg * (1 + 0.04*int + 2.1*yourIncPoisonDmg + incMinionDmg + incMinionDOT) * multiFromDreadShade * multiFromSkillTree * (1 + 2.1*yourMorePoisonDmg) * etc.
Thank you , best team ever
evade does not seem to be affected by valiant charge's movement CDR effect despite having the movement tag, is this intended?
Thank you for the information
- Does wearing 2 phantom grip ring stats stack? Specifically the one where the stats on gloves apply on forged weapons at XX effectiveness?
Thus if I had 2 Phantom grips at 100% effectiveness, it'd be applying %200 of the stats from gloves to the forged weapons
- Is there a melee attack speed "cap" for forged weapons?
- Yes
- No
Question about imprints
Item I want to imprint has a base FP of 50, I craft on it and FP is now 20 and imprint it. I know imprints try to have a similar FP, would it go off the original 50 or the new 20?
The imprint goes off of whatever is currently in the imprint slot.
Modifying an item after an imprint has been taken shouldn't affect the imprint in any way. There was (or possibly still is) a bug which caused the imprint to continue to track updates to the actual item after imprinting.
Yes
for weaver's will is it weighted to increase more than add a new mod, or is it just observation bias that it seems like it?
I think that in general, it is less normalized that we would like. This is mostly due to a few extreme outliers though. Most builds fit into the intended range. Complete normalization is not desirable.
It is weighted to increase mods more than add a new one. This is because on average a T7 mod will be more useful than a T3 with a T4.
does the rune of weaving roll in sequence and behave the same way? I noticed it seemed to often fill more than increase
yes
i love this game so much, but these "lost connection" all the time are draining. i just beat lagon and DCd before i picked the loot up and now the timeline is back to zero š«
Please use the in game bug reporting tool to report bugs (F8)
i have, loads of times
does the maximum chance for harb eyes still cap out at 300c?
runes of havoc and redemption + glyph of envy: those being added to specific prophecies at some point?
I can't remember where it effectively caps but I think it's around there.
maybe, if you'd like to see it please use #1210282176680169562 for consideration
@placid plinth What happens when the Phantom Grip gets %increased minion damage stat from the Gloves? Do you get it twice, from the glvoes and from the ring? šš» I have 4LP Cinder gloves to slam, and dont know whats best. Attack speed or minion damage %.
When phantom grip's effect puts a minion damage stat from your gloves onto your forged weapons, it buffs minions summoned by your forged weapons (since they don't summon minions, it does nothing for them).
with the macros, is there a way to specify an item type or multiple T7s? I thought it might work to combine a regex+macro but that doesn't seem to work
Not that I know of
is there a way to see a minion's stats, or current stats? Trying to understand my abomination better
Someone may have asked this before, but:
Does the number of Exalted affixes/corrupion level affect the imprint chance?
Number of exalted affixes has no effect. Number of any affixes affects warlord's riches proc chance though, and exalted affixes are more likely to not stay the same tier compared to low tier affixes in the items that drop.
Corruption level does affect chance and quality of imprint drops.
Number of exalted affixes has no effect.
Good to know(since I completed like 10 echoes with 3x exalt aff helm and got only one copy, then replaced it with 2x t7 helmet and got four copies in next two echoes) Just my luck -_-
Number of any affixes affects warlord's riches proc chance though
Weird
exalted affixes are more likely to not stay the same tier compared to low tier affixes in the items that drop.
Can they go down? For all imprint nodes?
Corruption level does affect chance and quality of imprint drops.
Is there a soft cap?
Yes, they can go down (and except for warlord's riches, they can also go up if they're not already T7).
There is a limit on corruption's benefit, similar to other corruption scaling - they haven't told us at what point you really hit diminished returns, but probably not too unlike boss drops (TunkLab has some nice graphs on that).
Yes, they can go down (and except for warlord's riches, they can also go up if they're not already T7).
Hmm, haven't seen that(or it just got filtered out), but good to know.
There is a limit on corruption's benefit, similar to other corruption scaling - they haven't told us at what point you really hit diminished returns, but probably not too unlike boss drops (TunkLab has some nice graphs on that).
Ok, thanks.
Really appreciate the answers.š«”
I turtled a few hundred 1LP items last night. I imagine most folks leave the 0LP remnants on the ground like I did.
Who cleans the turtle?
Orobyss
I know this is an Ask the Devs, but I want to thank the devs. This season of LE has been amazing! I remember the grind of 1.0 and how it was to get to 100, grind rep and gear, which ultimately stopped me from playing the next season... This season, all boxes were checked, max rep, gear and bosses killed (except uber lol) and much fun was had! Keep doing what you are doing and look forward to the next season!
For woven/loomed riches on the weaver tree, does the imprinted echo only spawn when the timeline is reset?
Anytime a new island is generated while you are exploring it can spawn as the imprinted woven echoes. Pretty sure they can't spawn in the initial web when the timeline is reset (to prevent the meta being just repeatedly resetting the web with Sanctuary of Eterra).
If I imprint a helmet unique on the weaver tree - and farm helmet unique echos, does my chance of getting that helmet unique increase as an echo reward?
Imprinted items don't influence which echo reward types spawn in the web or what those rewards drop.
Echoing Riches is a separate drop that can happen when receiving any echo reward, but doesn't affect the echo reward itself (and the item dropped by Echoing Riches is also not influenced by what the echo reward that procced it was, just what item was imprinted).
ok jw because trying with confluence of oblivion and havent been able to find it. I tend to find the harbinger one often though when I imprint it.
Each echo (and woven echo) has a weighting for how likely it is to spawn, so depending on which Woven Echo you imprint, some will be quite common and others will be extremely rare. Also, their placement restrictions still need to be met to spawn (min corruption).
Does Marksman passive "concentration" only works while wielding a bow and not with a dagger?
I know the search bar now supports regex and I can search e.g. WW12+ for weavers will 12 or higher, which is great. My question is, if it's possible to search for total Weavers Will "potential", i.e. sum of (remaining) WW and tiers of affixes. The use case is for e.g. gauntlet of strife rerolling.
not that I know of
It doesn't specify any weapon conditions in the tooltips, so I would assume it should work for daggers as well.
Was there a skill(s) or class that the gloves Sacrificial Embrace were originally designed with in mind? Tried to make them work with a few different skills but it's not working out lol
I tried with and without concentration using acid flask + dagger or bow. It did not give "more" damage when using dagger vs bow (tried putting 8 points and taking it off to see if it would make any difference). Could this be a bug?
Essence of the end is supposed to have a 4s CD on its trigger condition. However, in practice, I find that the CD doesn't exist --- if I walk into a pack of white mobs they all die and I'm like instantly at 3 stacks. Is this a wording error or likely bug? Or am I getting stacks from somewhere else?
(I'm careful in these situations not to use Reversal, which I know also grants void essence stacks.)
Interestingly, gaining void essence on "hitting a unique or rare" does seem to obey the 4s CD.
Can we expect any teasers of what an alternate endgame faction might be when 1.3 gets closer? (not asking if 1.3 will introduce a new endgame faction, as that seems unlikely)
Weaver Tree is fun but it leaves me curious what an alternative would be given the way the endgame is structured (with so much of it being centered on monoliths). Dungeoneers faction? Gladiators (Arena) faction?
the market watchers
I think a faction needs to serve a purpose in the game systems and I'm not sure where we would want to slot one in next. It might require a whole new end game system or a dramatic expansion to one of the existing ones to really warrant a new one.
Sounds like a bug in the functionality or the wording, either way, please make an in game bug report (F8)
if it's not doing what you think it should be doing or you're wondering if it's a bug, please make a bug report in game (F8)
Sometimes items get made with a general archetype in mind and they sometimes just don't have enough other support to really get across the line. It might take another item to come along to make it work. Maybe a new skill or passive could do the trick. It wasn't made for a specific build but it could fit in a few different places.
I have never been able to submit a bug report. Is that because my char is offline? I type out the report and click "submit" and itjust says "error"
if you've launched the game in full offline mode, yes. If you're just playing an offline character in normal mode then it should work.
you can submit bug reports to #1210281997591908452
Like this? https://forum.lastepoch.com/t/essence-of-the-end-cooldown/77903
Presumably some intern will need to scrape the threads and enter them into your ticket tracker...? š
what is the point of having two offline modes?
not what I meant but the forums work fine too.
one is our normal offline character mode which can still leverage features like bug reporting and chat and viewing the ladder etc while the full offline mode was heavily requested for people who want to play on a device with no internet.
commoner's riches says "regular echos" does that strictly mean non woven?
ya
(and non-quest)
does the devs have any concern regarding set items not being strong or used? the affix shard thing it's a great way to make them more useful but they are under legendaries, uniques and exalted in terms of power. is there any plan to rework them?
Hmm, I've certainly gotten commoner riches' drop while farming the lost caches woven echo (it's definitely the commoner riches one since it dropped weapons, my cache/echoing imprint slot is filled with armor). I'm definitely not filing a bug report for this tho
@placid plinth Can you confirm that Added Throwing Damage on Rings is treated as Adaptive damage, same as Weapons? I am seeing only half the expected damage increase when equipping such a ring.
#rules 10
Don't ping EHG members
It is
But if you think you have found a bug, please report it in game using F8
If you are proccing a tempest (Like via Avalanche causing a Frigid Tempest each second) Can that chain proc other tempests via the far top left nodes like Thunderous Storm (Chance to also cast Thunder Tempest when you attack with Cold or physical tempest strike) Or do those only work on the melee attack w/Tempest strike
Ok reported the bug, there's a prefix on the helmet which isn't being calculated š¬
what is Abberoth riding?
why cant we give imprinted items to friends without obsidian resonance, even if it was dropped in the same map?
@placid plinth hey sorry if this question has already been asked but are you planning to release Last Epoch on xbox/playstation? š
Please don't ping ehg members, it's rule #10 in #rules .
They want to eventually make a console port but there's no timeline or announcements regarding it so it's probably not going to be anytime soon.
sorry I haven't been here for a long time. Thanks for the warning
I just have to be patient and follow the news š
question, if u got to say 10K corruption would the item drop be always double exalted and red rings would drop every other echo? and also if not would that be the case at say 100,000 corruption
did i miss something in the release notes of the latest patch? Since then I see a lot more beers on the ground
What is your belt?
now it makes sense š its the brewmaster
No, no, and also no. In fact at a certain (unreachable) point rarity forces every item dropped to be a set item. But no 10k does not give you constant RR or reliable double exalted, even 20k+ doesn't (people have tested this stuff in offline)
What's the technical definition of "in combat"? Specifically in regards to Grim Constitution.
Used a skill or been hit in the last 4 sec
Are blessings weighted. Because It's getting to the point of 10+ kills and I've not seen a specific blessing?
Is there some kind of political hell in RU-chat, is there no moderation at all?
is this a visual bug, or is there a cap? #āāask-the-community message
No, but the 1st slot has a restricted pool. So some Blessings will appear more often
Visual Bug, no cap
thanks for the confirm!
Cheers. Do you know if Abberoths call has a minimum corruption it'll drop in from the Fall of the Outcasts harbinger?
Is there a post somewhere that explains how imprints work (as in what impacts it), I know it has been asked and answered for various parts in this quite a bit, not sure if it is collected in a single place
The sceptre? Abberoth Command?
You need to kill the Harbi so 100c minimum
Cheers, just having awful luck I suppose
I struggled to get mine as well
When will Gold be rebalanced?
Scenario: My own custom build lvl 97 forge guard hit a road block, I want to respec him to void knight. I am short 450k gold (I only ever spent gold on respeccing single passive points and buying stashes). Now I have to actively farm lots of gold - no idea how long that will take if I only have 400k right now in my whole playtime from lvl 1 to 97....
The problem is that it's impossible to balance as long as MG is using gold as currency. MG players have billions of gold while CoF does not. Every single mechanic that costs Gold is balanced in favor of MG.
The only true way to balance it is to remove Gold for MG and give them their own currency (dublons?). Now Gold is the same for CoF and MG and you can finally balance the drop rates and amounts.
so basically 1-3K is where u wanna be and past that ur just flexing
Not from us. Most of the official info is in the game tooltip.
What is Mike's favorite Exiled Mage quote?
I think it boils down to having taken damage or used an ability recently.
Well I can't say that I know any of them off the top of my head.
lol, fair. I just thought they had some pretty fun lines
Mike I was searching for something else the other day and found a reply last year where you said a melee-converted healing hands triggered via Cleric's hammer won't trigger the smite on melee hit from Palarus sword. Is this still the case now, and if yes, why? Isn't it a melee hit?
Having the currency be the same does cause some issues. We don't have any plans to split these currencies at the moment. If you would like us to consider that, please use #1210282176680169562. On the upside, the cost of buying stash tabs was not changed when we added MG/CoF. We've actually increased the rate you find gold at since then so it's much easier to get your stash tabs regardless of MG/CoF existing. We do intend for respecing to be a significant investment. If we were going to address this one source of resource imbalance for respec costs, it would more likely be to add an additional item cost if you're MG or something instead of reducing the cost of CoF. Also, 450k at lvl 97 should really not take very long if you take a few gold specific rewards in the monolith. You can also get the Grand Scales of Greed blessing in Fall of the Outcasts (level 100) to increase your gold drop rate by up to 70% to speed the matter up.
Pretty sure I saw someone last week ask and someone else said that it did work. It may have changed, I may have just assumed that it was needed because we generally force primary abilities to be triggered by direct uses or I could have tested it at too long range for the melee attack to trigger properly to hit anything.
Hello, just aking a simple question, today is better playing Linux Native version or Using Proton GE last release?
I don't think the current version has a native Linux release.
Unless we just added it back in
Good afternoon devs, i have a question about weavers will amount.
The specific question can you raise the amount of weavers will on a weaver unique currently in the game.
I know if you open up a nemesis and a weavers unique is there it can be empowered and has the possibility to get more weavers will amount but outside of that i cant find anyway. I've tried putting a weaver unique in the turtle rerolling crafting mechanic. Just to test if i misunderstood what works with it but that did nothing. I also tried using the gauntlet of strife echo to sacrifice one unique to another, but that only allows for me to use two weavers will uniques with the exact same amount to reroll the implicit and the items unique mods. Is there something I'm missing or is the current state of weavers amount is "locked" on drop? Thanks for the reply when you have the time.
Ive been having constant crashes on this game
Its the only game that I have this issue with, no other game. Not sure what to do with this
is there a support page option on your website for twitch drops? i keep failing to link my account keeps popping up with an error. i know this channel is non support only and i apologize but i missed the last round of twitch drops because of this issue and i havent been able to reach anyone about it
does corruption level increase favor gain for merchant guild and Circle of fortune from killing mobs?
There is no method by which you can increase the weavers will of an existing unique item.
Please submit in game bug reports (F8) and then contact support for help.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
See above for support link
Mike, what is Abberoth riding?
the Abeross? (Ross = steed in š©šŖ )
Hey Mike o/ I hope you're having a nice day (and not overworking yourself)!
I have a few questions, if/when you have the time:
-
How does the Hollow Lich passive (all sources of health leech are converted to damage increase) interact with nodes from skill trees that grant leech to a certain skill (sometimes conditionally)?
-
From my testing, the threshold bonus of the Warlock passive Sorched Reach (killing an ignited enemy / hitting an ignited boss triggers a flame whip) seems to have a cooldown, but it's not listed on the node. Is there a cooldown for the flame whip trigger? If so, is that cooldown per enemy or global?
Thanks in advance, take care <3
hi mike, is the idea of putting regular items into the nemesis egg and not just unique to make them exlated crossed the team mind?
i was just thinking the same thing. putting in a rare/exalted and empowering them. sounds like it would be OP getting the exact affixes you want to T7 tho
Yup
i think an already exalted item would be to OP, as it can eaasly get like that 3 t6+ or more+ seald affix.
as what you would put is probably have great base and all the affix you need at t5
Not really a question, but I've seen elsewhere that ya'll are working on it and I'd just like to say that I'm an offline player who would glad spend money on mtx or supporter packs if they're available in offline mode.
Can we get pets that pick up gold and mats. Make like 3 base pets bird, cat, dog etc then pay for the pretty ones.
Hi devs, ty for repair imprint system, have question from imprint system can we get boss rewards like harbringers drop?
Mike, in your opinion are the 1 LP prophecies cost effective? Are they in the game to be cost effective? If not, why are they there?
They would like to, but can't rn
@pine dome whoops my bad š¬
Np, it's just nothing get pulled from here. If you have a suggestion or a feedback there are channels d'or that. Otherwise it's wasted
hi mike, the armor exsanguinous have like a very cool visual affect, is it plaend to give similar stuff to more armor pices?
Any plans on mitigating RMT / future gold sinks that you can actually share and not say it's locked behind doors
Hi Mike, quick numbers question, i have sources of generic increased damage (merophage, damage while channelling), do these add up for skills with multiple tags? i see 100% inc melee, physical, would flurry benefit from 100% or 200%?
If you had 100% inc melee & 100% inc phys, then a melee skill with flat phys damage would get 200% inc. Just like in PoE, "increased" is additive (with all other relevant/appropriate sources of % increased), "more" is multiplicative. But there's no double dipping.
He's not riding anything, that's his lower half twisted into a sentient void monster
Is it expected that a bleed chance granted by the Symbol of Demise' stacks is not converted to an ignite chance by Maehlin's Hubris for the sake of skills' scaling (like Glyph of Dominion)? Not to mention it grants "chance to bleed on hit" while worded otherwise and not being updated in the last "bleed inflicted" patch
Ok, no one seems to be able to answer this for me - do I understand correctly that when the imprint in the top left of the weaver tree (near the champions) drops from a champion, if that imprint has 4 affixes, then that champion will drop 4 separate items of the item type I imprinted with sealed affixes?
š howdy folks! Do we have an official filter schema available somewhere?
the amount of affixes on the imprinted item does not influence how many items drop when the imprint procs
So what does this mean exactly? "the number of items in the pile is equal to the number of affixes on the item."
seems to read exactly as you said, i've never read that. it flat out says the items in the pile is equal to the number of affixes on the item. so i would take that as an answer
Ok, I just thought maybe I've misunderstood it because I've never seen an imprint drop from this imprint node. And most definitely not a "pile." I think it wouldve noticed that.
watch out for a similar item that has a sealed affix. a few people have requested a way to see when an item drops as a result of imprints, i think the devs are doing that
hey guys, i havent seen a single harbinger eye in 5 days. Im farming at 300c but still, all the eyes i got were from my first char which never went more than 200c
does the fire conversion from orian's descent for volatile reversal act exactly like the hellfire rifts node on the volatile reversal skill tree?
@placid plinth hello I would like to know if the minions summoned by companion is affected by minion boosting stats like minion dmg% and minion flat dmg like for example Ancestral sabertooth thanks ..... PS does Julra gloves stats also affect them?
does corruption level increase favor gain for merchant guild and Circle of fortune from killing mobs?
favor gain is directly tied to xp gains
Probably a stupid question, but when an attribute X is Converted to Attribute Y with a passive, do you also keep attribute X ? Or is it gone after conversion ?
It tells you. Nothing affecting the original element applies anymore.
is there any way to copy online character to offline mode ? im lagging in the past 2 day and it really sucks playing online and i dont really wanna re level my first character in offline
No, but if you poke around, you might be able to find an offline hero editor
will there possibly be an update where you can automatically press a key so you dont have to use the numlock trick anymore?
I have a small request regarding the side tabs:
Would it be possible to implement a feature that allows us to drag and reorder the tabs "in The side quick vew" freely?
It would greatly improve usability and make managing multiple tabs much more convenient.
Thank you very much for considering this suggestion!
Best regards,
#šØāask-the-devs-not-support-no-bugs message seems like they don't
#rules 10
Please don't ping EHG members
Ah yeah what I meant was not the solo companion MORE DMG BUFFS but rather the Minion dmg % from our gears
Yeah those are minion's minion so it doesn't get affected by minion damage from our gear - we would need minion's minion damage on our gear (or our minion would need minion damage). I think there's some ways to get minion's minion effect (like, manifest armor copying the pale armor minion health % I think) but I'm not sure if there's one to get it on sabertooth
Damn that's a confusing statement š
You can use things like julras obsession or inheritance of the erased to give minion stats to your minions.
this isn't true, ancestral sabertooth summons do scale with your generic minion stats. I tested this with areks bones and they gain the armor shred chance.
this isn't some kinda inherited stats from the sabertooth either cos i tested with aspect of the viper and they did not gain any poison chance.
i suspect that the "more information" section of the node's tooltip is supposed to actually say they scale with your minion stats like it does with baby scorpions, but it currently just has the description for haste by mistake LOL
Welp
Yeah this is why I am confused the other guy said minion stats from gears doesn't work while cookbook said it do
I wanted the ancestral sabertooth to do armor shred the same way fury leap vines from my julra gloves
hello everyone , is there a way to regain acces to an old account that i got when the game was in beta before the switch to steam and play the game ?
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
thank you
Hello. I was wondering if any multiplayer update is in the pipeline? Eg. I'm playing with a friend in monolith and currently corruption gains isn't party wide and echo web is locked to one player. Is there any thoughts around updating the current system? 2 updates I think would take the multiplayer experience to the next level is:
- Shared corruption gain (eg. Gaze drop for both players, finishing a shade resets echo web for both players and gives corruption gain)
- A multiplayer locked echo web that is shared, just like how the item gifting system currently works. For example if player A and player B starts a multiplayer monolith session a shared echo web is made - both players can see the nodes and interact with them. If player A then plays with player C they have a different echo web than previous as It's locked to player A and player B. The monolith would be set to the lowest players corruption. Any corruption progress would first raise the lowest players corruption until both players are on par, then it would raise both players corruption progression. Example:
Player A has 125 corruption
Player B has 140 corruption
Shared echo web would be set at 125 corruption. Both players get shared gazes that are locked to the multiplayer echo web. Our players farm 4 gazes and decides to kill shade. Corruption increase is 54, which would give the shared monolith a corruption value of 179. Player A would now have 179 corruption (54 gain). Player B would now also have 179 corruption (39 gain). Next time a 4 gaze shade is killed, both players would gain 54 corruption as they are on par with each other.
Hi guys,
Are you planning on making the resonnance drop more often ? 40H with my friend only 6 golden and 1 obsidian.
Does abby/ubby follow any special rules for stun/freeze other than compareable bosses?
does echoing riches node on weaver tree work if u are spamming woven echos?
it does if echo itself has rewards (the click me thingy after you tp out)
ex unclaimed trove and false temple have that regular reward, boss echoes and cemetery of reweaving do not.
ohhhh okay that sucks slight sausage
also do "favor cahces" count as lost caches for that imprint node?
When triggering storm bolts indirectly via something like werebear crackling assault (per second while rampaging) do they still scale with all the generic damage nodes on gathering storm tree or only with the nodes that explicitly call out storm bolt, not storm stack/gathering storm?
Everything that says "gathering storm" or "storm bolt". Nothing related to storm stacks.
Does COF ranks affect exalted imprints? Affixes are 50% more likely to be exalted. T7 affixes are twice as common.
Yes, they are lost caches
absolutely hilarious how many times i die to ground of destruction in uberroth, can we make it despawn faster lmao (Purple bowling aisle) takes nine years and persists through platform change, should despawn on platform change its barely visible in elements phase
Would also be nice if it was always on top
Is Shadow Cascade node Flow State multiplicative with itself? does it depend on using same or diffrent weapon type?(as in 2 swords is 30% more, 2 daggers is 30% more but sword+dagger is 32% more)
no, always just 15% or 30%
If you're talking about what I think you're talking about, you have to make them despawn. They don't just go away on their own .
purple bowling aisle
yes
The resistance numbers might be higher. It does scale off of max health and he has the most so it's really tough to stun/freeze him.
I'd really like to but it does require that people post in #1210281911872786482 and/or #1210282176680169562 about it.
Hey mike, Point Blank node in Multishot doesnt seem to be giving me any extra damage on the target dummies. Is there any chance i need to reload the zone or relog or something for it to take effect?
I have 2 red rings and stats are above 180, which would mean 20% less damage. On char sheet however, it says 19%. Is this a known one or should I report it?
Not a bug, DR is all multiplicative
ok, I thought it was additive
Excuse my intrusion, skill in question is Ground of Destruction left as a trail after the Slam.
Less/More is multiplicative
Increase/Reduce is additive
Okay
Any plans for a mid-season event?
mike, do you have confirmation on lore stream this friday or next?
No
not yet, working on solidifying that now
no
COF needs some sort of rank that makes crafting less of a pain in the cheeks cause nothing feels wrost then using one rune of remove with a glyph of hope in place as well and then seeing -23 FP
looks like this friday, post will go out on the forums
Amazing. I will get to work on my list of questions š Thank you
My bad lol
read the top post there
Are reforged items designed to function in the Warlords Riches imprint node?
Is Soulfire Foundry Woven 5Echo ment to be harder at 460 corruption than normal echo at nearly 900? Mobs there deal insane damage, it feels like running soulfire bastion without fire/necrotic shield mechanic in place.
If we slam a MG unto a COF item in the legendary maker dungeon...what happens?
you only slam the affixes, not the item's origin
Currently, it bugs out if you try that. But it does not let you combine items with conflicting requirements.
If I have Increased Minion Damage on Inheritance of the Erased, does the minion get the increase damage 3x? (1x from the amulet and 2x from amulet's ability)?
Your minion get 1x the dmg bonus but now carries the stats "Minion Dmg". So if it would spawn minion itself they would have 2x the Inc Dmg
Does the LP on the similar item matter? IE if i have a 1 LP unique imprinted right now and i could imprint a 2 LP variant of the same unique would doing so make it more likely that I get more LP on the item?
yes
no
quick follow up: would using 2 LP in the example above reduce the amount of imprint procs/total items dropped?
yup
no
what do you guys think about the current implementation of ragdoll physics for enemies when they die? personally, (im just one guy, might not be meaningful) what I felt is, the enemies die in a comical way, sometimes just random, I just had a boss dying in a weird squatting position, looking upwards. I would prefer to see them die in a predetermined way, ragdoll is so random, it just too dramatic and not subtle
I think it depends on the enemy. It's funny how we get people voicing their suggestions about both adding more and removing ragdoll.
If you would like us to consider your oppinion on it, please use #1210282176680169562 instead.
Any plans change how the game handles the mouse when it detects a controller? Not being able to click because a joystick is plugged in is a bit irritating.
Not specifically, I could see an option blocking controller use being useful. I've seen a couple people mention flight sticks causing issues. If you'd like us to consider it, please use #1210282176680169562.
is it possible to get a confirmation on if the small/minor/stout/humble idol lenses apply to their respective weaver idol counterparts?
have 2 shattered world drops 1lp
they are bothu slammed with max mana and stuck on the floor, alt z and alt x aren't helping me pick them up
Do the tags show up? If not press alt+z iirc
You can check your keybinds for the ground label toggle
Also please don't ping ehg members, it's rule #10 in #rules . I understand your situation is desperate but that doesn't excuse it.
nope
Yeah if the tags aren't showing up you just toggled them off
Find the keybind and toggle them back on
Try to drop something else (not valuable) and see if you can pick it up
im about to lose over 5bil in slams (over 40 hrs played), I don;'t really care about pinging them, if I lose these items I'm uninstalling and never playing again, just straight up... not to be a jerk, this is just a massive troll losing both of my relics at once on the ground! I've toggled alt Z alt X everything... if you have any ideas please lmk
Dm me a screenshot please. Might help
On top of this, if i imprint a unique with 2 legendary affix, is it equivalent to imprinting 2lp and get more chance to get lp unique?
if you can see the item and beam on the ground but the ground item labels aren't showing up at all, you can try making a new loot filter that is just "show all" and nothing else.
yes (don't forget about the search bar as this has been asked a lot)
the NPC who sells me MTX..... does he have a name? https://imgur.com/X8ShzAI
I have no idea but I'm going to be doing a lore stream on friday with Kyle as a special guest
We resolved it š (was the labels, the keybind just wasn't working for some reason but resetting it did the trick)
What are the % chance of reflections of orobyss proccing? it doesn't give a number in the tooltip.
We haven't shared that info.
Since I can't see if a minion has frenzy: can the Chosen buff from Inheritance of the Erased buff the wraiths spawned by a wraithlord, or only the lord itself? (Technically, per the Wraithlord's Harbour tooltip, the baby wraiths spawned count as mine, so I'm not certain how it works here)
Would work on the wraiths
Hmh, tragic. Thanks, though.
Does energy wave from rive get converted to void if rive is?
no
Aw š¦ What is the rule anyways for these? Why is iron blade on vengeance converted but not energy wave on rive?
there is no rule
Oh well, guess I'll just have to keep bugging you here to check š
Two years ago, i played the early access and i was blown away by how amazing the campaign was. being able to explore the same areas in different eras and see how they have changed over time (sometimes based on your actions) was fascinating. it was what made the game stand out to me compared to other ARPGs. but from what people are telling me, the campaign ends at Majasa and you never do any time travel, go to different eras or try to resolve the plotlines involving Rahyeh, the Immortal Emperor, etc, after Majasa.
People are telling me that everything after Majasa is just farming randomized echoes in the Monolith of Fate. There's nothing wrong with a randomized map system to farm xp and loot, but i thought the campaign was going to progress and we would get to explore more of the eras and resolve the plotlines in each era. I remember that people in early access were really excited about how we were going to unlock more areas in the different eras eventually, and it seems surprising that nothing new has been added to the eras since early access and everything has moved on to the Monolith of Fate.
And i understand that the monolith is the next part in the plot because you are chasing after one of the villains, but it feels like POE 1's Atlas mode after beating the final boss...very light on the story, mostly just there to generate tons of randomized maps with stuff to kill and loot to farm. It's just not as flavourful as playing through the earlier parts of the campaign where you are actually interacting with NPCs and theres a clear plot, and time travelling to different eras to change things.
Is the game going to have you go back to the different eras and progress the plot at some point? Deal with Rahyeh and the other main antagonists? Allow you to change stuff in one era to affect the next? That's the main attraction of the game for me since you can do virtually everything else in other ARPGs (kill tons of monsters and farm loot, farm randomized maps, etc).
Yes, we have 3 more chapters to go with the campaign. We are actually going to have a the Loremaster on the weekly dev stream this Friday.
You mean Kyle will join you stream!?
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Do the Eternal packs and Abyssal traveler pack have In-game titles?
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In the unique staff Reowyn's Fortress it says "+(12 to 18) Spell Damage per Active Rune". Is this counted as when the skill is cast or when the damage is being dealt by the skill?
Hello, is it intended that you have unlimited attempts in the fight against Aberroth (regular), even if you die during the fight? That happened to me yesterday and I was quite surprised. I had my first attempts and used up my initial 10 Eyes of the Harbinger. Afterwards, I farmed a new eye and tried again. At around 70% Aberroth HP, I died and was able to immediately rejoin the ongoing fight.
First I just want to to mention that I really enjoy Last Epoch. The foundation of the game is very good and the gameplay feel good and continues to be fun. Even grinding Echoes for hours doesn't seem to get boring for me because the gameplay feels good and that to me creates years of replayability. Now with that said... I've been playing as much as I have time for because I enjoy the majority of the game and most of the systems that you've designed are much better than most other Arpg's in my opinion, BUT... there are some issues that would make it even much better. So I just logged on after a break and I've had bad RNG so far and finally got lucky enough to craft a decent Firestarter's torch and now I logged on and was wondering why my mana pool dept draining over and over. After going through my skill points and passives, I even checked my keyboard and mouse and updated drivers and anything i could cause I didn't know why it was happening, Then i noticed that my 3LP Firestarter's Torch that i just crafted was gone and I had a different sceptre or wand equipped.
I just sent in a ticket maybe a week about because I just instantly booted from the game because some really small patch was released and I was in the middle of organizing my stash for the 500th time already because it's somehow impossible to keep up with gold in CoF to get enough stash tabs so I have to throw out a lot of gear that I would normally have kept. So i had a ton of items laying on the ground, like 50+ Uniques probably and no warning i got booted for this patch. All my time farming that wasted. AND NOW... My Torch is gone!!! That's honestly game breaking IMO. CoF needs more gold generation. Also... I dunno how this hasn't been brought up enough yet and been changed by now, and would also help with the CoF gold issue. It feels ABSOLUTELY HORRIBLE when i go into a Dungeon or Echo and like 4 of my prophecies complete and not only can I not pick everything up and sell the Uniques i don't want for gold, i can't even fit all the stuff i wanna keep because once I port out of the area I can't go back since there are no portals. So half the time i spend grinding for Favor is left wasted on the ground. If I die that's one thing which makes you play better actually, but leaving half my drops on the ground and then having to port out of the dungeon without even getting to the boss because If I kill him I won't be able to pick up the items anyway so more waste and I lose the key. Then The stuff I manage to fit in my bag I have to sort once every day or two and throw even more out. I spend more time organizing and sorting items in my stash than I do playing the game. And now my Torch is GONE!!! I want to love this game so much and hope it succeeds but it's not worth playing like this. I just fee like i'm wasting my time.
Sorry for the long post, Long story short, lost a lot of items due to no notification before being booted for small patch update. I'll cut my losses cause things happen just want to bring attention to this so try to provide decent notice before a mandatory boot. Just wondering if anyone has time time or able to see if it's possible to restore my Sceptre.
https://discord.com/channels/368953963267096586/1210282176680169562 People have complained about this since forever
All the more reason to fix something like this before adding any more content to the game. I'm prefer to play it without content updates until this is fixed. Just those thinggs would make the game feel so much better.
If a Patch requires a Server Kick - removing all players from the game and requiring them to update - then one hour before a banner will be placed on the Login screen to warn players of this and intermittently, and at increasing intervals, a message will also appear above the Chat window even if you have Chat disabled, letting players know how long is left before the kick will occur.
If this did not happen for you this was most definitely a bug and should be reported. As rocdog pointed out, gold generation and loot drops in CoF have been brought up before and the team are discussing ways to improve this but more suggestions and ideas are always welcome!
Do echoed casts of a skill benefit from effects that affect the original skill cast (such as "next void cleave deals more damage" or "next erasing strike is guaranteed to crit"), or do those effects only affect the original skill?
Only affect the original skill
Although if Void Cleave echoes and ER echoes too and its the right timing, that will work
Ah you mean I could proc that effect in between the original cast and the echo, and it will count the echo as the next cast of that skill?
Yup
Will there be a updated roadmap for season 3?
Yes
They're updating it and it'll be out before season3. at some point
Hi! Just wanna ask here. Calculating crit didn't make me sleep 2 weeks ago so i just really want to confirm.
Re: Prophet's Onslaught (erasing strike node), does it replace the base 5% crit chance? or adds? i have level 2 of it so is 5 + 6 base crit chance?
It says "improves" so does it change the base from 5% to 6%? That's the confusing part. the "improves".
because if it's to replace the base 5% and we only set the prophet to level 1, then the base will reduce from 5% to 3%?
@pine dome thank you responding here as well. I just wanna make sure all unknowns are crossed out.
It's added. Nothing replaces the base. Base is always base, all flat modifiers just add to that base.
How many people in SC/HC & NOT SAF/ NOT SCF killed Uber Aberroth Solo? (Because the info regarding total uber aberroth kills, also includes parties, which a lot people are getting carried in), the number would be really interesting if a dev knows it, or has it somewhere.
Any chance of a unique title for accounts who have killed uber aberroth this season?
"Erasing Striker"
#š„ālfg for posts like this thank you!
What does EHG see as the purpose of the 1LP prophecies. What purpose are they meant to serve? Are they serving it?
why does the server lag around this time?
@Devs: If you make changes to your weaver tree while inside an echo, do those changes apply to the echo you are currently in?
no
like time of day? it's possible that the region is getting a lot of activity
It helps people guarantee some LP to work with, depending on where you are in your journey, most of the time 1LP on something is quite useful.
it's possible, put it in #1210282176680169562 if you'd like us to consider it
We posted those numbers at the same time, I don't have up to date versions. This is as of May2nd
@Mike, does the The Fading Brink echo https://www.lastepochtools.com/db/items/IIzAMHZQZlXSA, is the loot drops from the harbringers effected by which monolith you are in? e.g if you are in the Black Sun, do they have more chance to drop World splitter? Just as Collapsing Horizon echo does?
No, you need a new eye for each attempt of normal abby
do the small/minor/stout/humble idol lenses apply to prophecies for their respective weaver idol counterparts?
pretty sure no
I don't think it matters which timeline you are in for that one
Hello, Mike! How do you guys feel about Void Essence trivialising the whole balance that mana brings to building your character?
Right now I'm playing avalanche, and the skill is decent but sustaining mana is impossible and we're talking about an attunement stacking class meanwhile VK'S get infinite mana with Void Essence and is not like Primalist have a mana generator in its kit
I'm not sure it's a great comparison as having different pieces to a build be easy and hard from build to build is a good thing. Regardless of the state of Primalist mana generation, it's probably just too strong in a vacuum.
I'm pretty sure you're aware, the LP per favor spent is better for the unique prophecies that don't guarantee LP due to exorbitant cost and low output of the LP prophecies. So I was wondering if there was any other vision for those prophecies existing. Or maybe how the cost and output were decided upon
When we imrint items its always proc with same suffixes and affixes (t7like example) this is how it should work? Its bug? Maybe be it better work if this stats be random always (t7) because its hard to get dabl t7 but if you get not needed prefix affix and it hard to change with rune of havoc, rune of removal always eat t7
I've been playing this game for a while since the start of last year, and only now have I thought to ask this question. Why is Last Epoch perpetuating PoE's lack of replayability and not taking a page out of something like Diablo 3?
To clarify I'm referring how every new season, every new character players are stuck playing the story to get to the end game content and unlock important in game features. With no way to carry over the progress.
With Diablo 3, not only can you carry over your character and some smidge of progress every new season that comes out for the game, but there's also Adventure mode, which allows you to play the game seperate from the story, on adjustable difficulty levels with more challenge And loot.
Because as it stands, Last Epoch would feel more replayable and easier to binge if I could play the timelines and access the more fun parts of the game from the get go, instead of having to slog through a story and world that admittedly doesn't pull me in the same way PoE, Diablo, or most other rpgs unlike Last Epoch (gameplay-wise) do. There's not a lot of reason to... Care about playing the story mode narratively. It's just another chore part of a checklist meant to pad out your playtime, at-least thats what it feels like.
I apologize for the heavy hitting and long form question, but I feel I had to get this one out there. I do hope this game keeps getting better overall still.
Hello EHG,
are you aware of a bug regarding a popup from random runes after picking up stuff like shards from the ground.
There is some sort of clipboard behaviour of recently used runes and the runes info window is randomly popping up after picking up stuff from the ground, ESPACIALLY after picking up crafting shards.
I would really like to play hardcore but will ignore it for now, because my visual screen gets clustered from rune windows popping up, hiding everything beneath it, until i press ESC only to wait for it to appear again. š
I see it as a bigger problem for hardcore players if suddenly a 5th of your screen is hidden, but do not what to get into problems just because i keep reporting the same problem again and again.
Sry long text, love u š š«¶
@placid plinth Ok, so it must be a bug.
Please don't ping EHG members
#rules 10
i love spending money on this game. pets, portals, skills.. all awsome, but the armour sets are really lacking. mtx is important, its + main stat
Nice #1210281911872786482
Too bad it's not in the right channel, it might get lost in here
i dont have the perms to post there or suggestions. i probs havent clicked something my end
Good afternoon, I have a question about the new stash tab features. Specifically regarding search for affix ranges with three integers, from the provided example I understand how to search for two integers ranges. The problem is I canāt figure out how to make it search for items that range from say 100% to 199%. Is it possible currently and I just canāt figure it out. Or is that under the in the future section.
How does warlod's riches imprint work with uniques? (the one champions drop a sealed affix)
It should be possible. It's regex (when you surround the search with /) which is widely used, so there are a lot of resources available online to help you make a regex pattern that matches what you want.
It doesn't, uniques don't have affixes. If you put a legendary in, it will go off the legendary affixes.
Thanks for answering, and that is a bit sad!
I'm not great with regex, but 100-199 isn't too hard to do. [0-9] means any number between 0 and 9.
So for 100-199 you could do 1[0-9][0-9]
As in 1 for first character, 0-9 for second character, and 0-9 for third character.
It's when you get into things like 0-255 that regex starts to get messy. There's lots of guides and tutorials for regex online as well as websites where you can test your regex.
/1[0-9]{2}/ will match any number from 100-199 (starts w/ 1, then any character in the range 0-9 exactly 2 times)
I really like using https://regex101.com/ to put a bunch of examples I expect to match or not to match, then editing the regex until it works. This site also has a really handy automatic breakdown on the right side that explains what the parts of your regex are doing and what options there are to use.
Please submit an in game bug report when this happens by pressing F8 or holding start on controller so it includes a screenshot of the issue. We don't track bug reports posted in #šØāask-the-devs-not-support-no-bugs
Slightly related, if you find regex difficult to read and understand I highly recommend https://regexcrossword.com/ you can also use it as a source of inspiration/tricks to learn.
Does CoF boss drop bonus affect drop rate of boss items dropped from dungeon-specific monsters in regular echoes (from Woven node)?
Imprints don't always proc with the same affixes, but they are intended to drop "similar" items and that would include their affixes. The intention with imprints is that you can target farm items that are similar to what you have imprinted and as you find better items, you keep replacing the imprint to refine further.
Also worth noting that Rune of Removal is unweighted; there is no bias for it to remove T7s, but a 1/4 to remove the affix you really need to keep is still risky and if you've got a double T7 then you're looking at a 2/4 to brick the item. Rune of Removal is a very risky craft.
Paste source code. I donāt buy it that Rune of Removal has no weights. Every time I slam, it nukes my T7 š„²
Since they drop boss loot, then the CoF boss loot bonus rank should apply
I'm not pasting source code, but I've read the relevant code; you're just going to have to trust me.
i mean i have imprinted item with dabl t7 prefixes, and now items always drop dabl t7 prefix. Can it release one t7 prefix one t7 suffix? i spend month to get dabl i now need spend month to get other like exemple dabl t7 suffix to imprint. Can it proc random dabl sufix, one suf one pref?
BTW On this particular item, minion damage stat will be applied to the chosen minion increasing its damage or it will increase only damage of other minions created/summoned by the chosen minion?
If you are looking for 1 T7 prefix and 1 T7 suffix, then I would recommend taking one of those drops and using Rune of Havoc to move the T7s to where you want them, then overwrite the imprint with that item. Similar means every aspect of the item and that includes prefix vs suffix just as is does for every other property of the affixes.
I'm experiencing my character getting stuck in place while I run around, could this be due to the experimental WASD controls?
Minion damage only buffs the minions spawned by the actor with the stat (typically, you are the actor with the stat). Since your minions don't summon minions themselves, then giving them minion damage won't buff their damage.
ye, but then item drop with 5forg potenc and you do nothing with this item
If you're experiencing a bug, please submit an in game bug report when it's happening (F8 or hold start on controller) with a description of the issue so we can track it and so we get logs and screenshot. Bug reports in #šØāask-the-devs-not-support-no-bugs are not tracked.
As I expected. Nice to have logical confirmation, ty
As of 1.2.3, the similar item FP logic changed to be more favorable so it can drop with much higher FP than imprinted. It's still certainly better to imprint a high FP item if you want to drop a high FP item, but it's no longer "stuck" at low FP like it was pre-1.2.3.
Reworked Forging Potential roll for similar items. Low and medium Forging Potential imprinted items result in drops with higher FP on average, and even low Forging Potential imprinted items have a chance to result in items with normal Forging Potential.
https://forum.lastepoch.com/t/last-epoch-patch-1-2-3-notes/77541
Any future plans for "bricked" legendary items, that either didn't hit the correct affix from 2+LP slam or rolled a useless stat from nemesis egg instead of an LP? Feels really bad currently if you get a super rare 0lp unique (red ring, omnis, uberabby loot), put it in the nem egg and it gets a useless stat added.
ye but i play many time, my statistics shows if item have 5 forg potenc he can get +3=8 similar 5 or low not close to 61 what be at starter item if i dont use rune havoc to craft 2 suffix from 2 prefix
It can be used in Gauntlet of Strife as a sacrifice to reroll another of the same unique with the same or less LP or # of legendary affixes. IDK about any future plans.
Imprinting system cool, you wont both variants like exemple you have 2t7 and you want you always get 2t7 but with random prefixes or suffixes not like at imprint its more way to crafting but same time you want same imprinted item...
I'd only use 1 rune and overwrite the imprint if it landed the combo on the first try to keep the FP high.
Exalted affixes are meant to be endgame chases, so getting 2 perfect T7 affixes is meant to be very difficult and unlikely. Before Season 2, there was no way to change exalted affixes at all so even just getting a single perfect T7 is already orders of magnitude more accessible than ever before. I wouldn't consider double T7 expected, but chase (just as I wouldn't consider Red Ring expected). I've still yet to get a wearable double T7 myself and I'm on character 4 with every faction maxed.
Does corruption/distance from center affect chance to get higher amounts of weaver will for idols you enchant in tombs and cemetaries? And is the theorical maximum 2 tier 7 affixes?
Corruption, yes. Distance, no. It's similar to LP and WW in how it scales.
AFAIK distance only really matters for Shade of Orobyss or echo-specific things.
WT range is 5-14 (tho the auto consume/upgrade of 1-4 of it during the enchant somewhat obscures this), so yes, the max possible would be 2 T7 enchanted affixes.
I don't know if this'll get answered here, but is there a chance of rerolling/combining idols in the future?
so what tier affixes should have character to defeat uber abby? my character now close 1k corruption and can do more i just dont want push more all items have one t7 slam affix but i cant beat him he random one shot me. Thats why i hunt dabl t7
I don't think there's a specific number of T7 affixes needed to fight uber abby or a specific corruption level that means your build is "ready" since echoes and boss fights test different aspects of your character. It really depends on the build what is needed to kill him in terms of offense and defense. To defeat the pinnacle uber boss, I would optimize specifically for that fight.
And one more question when we build unclamed trove island in circle at mono this mono at corner why when you complete mono dont spawn echo close like at normal echo islands??
If you're referring to adding them far from the center pilon, there's just a max distance that the web has (it's a big hexagon under the hood). Normally, you'd be blocked off by Shade of Orobyss echoes if you travelled there naturally, but placing woven echoes let's you bypass that part and you just hit the edge yourself with the echoes. We could probably use some better telegraphing of where the edge is when placing woven echoes, since that used to be handled by Shade of Orobyss just never letting you get there through normal play before.
i test it at different ways, at start it same result. I spawn at way to get generate normal echo islands close but this works bad. If use strategy 5 islands when farm amber, to get some amber at trove. I even create circle around middle
Are you referring to when the echo web resets? "when you complete mono"
Woven Echoes aren't carried over to the new web (and they also can't spawn in the initial web on reset if imprinted)
i reset mono do from scratch at start at different ways place one echo what spread spiders at circle islands and create (at different ways tested) so at corner (unclamed trove) when you complete not generating standart mono echo islands. Corner im not mean corner all echo, close islands
Anything's possible š would be a good suggestion for #1210282176680169562 if that's something you'd like to see added!
These are already pure solo kills (no duo, trio, squad) just solo?
Those were the counts from 18 days ago so there are many more now but yea, all the SCF and SAF characters there are solo
Many of the non-SCF and non-SAF characters will also be solo kills but we can't tell
No no i mean, pure solo uberroth kills, in non scf/saf.
Lets say 4 people start 1 uberroth, they all get added in that list right? I'm looking for the number where only 1 guy starts uberroth and kills him, solo. (The number without the people that got carried)
it is impossible to join a party as a SCF or SAF character. all kills listed under that are people playing solo. Those are the only kills we can guarantee were done in an empty party.
Will Kyle have a robe and mysterious masquek for the stream?
ha, probably not
Ye that's why i wrote non scf/saf, i'm not interested in saf/scf, but the normal softcore non challenge.
There's only one thing currently missing from the game to elevate to perfection. Dual wielding bows
I understand what you're asking for. I don't understand why that is interesting. We don't have that info.
It would show the number of kills without carried people, i would find that very interesting, because the list you posted on stream would include a lot carried people, which kinda dilutes it imo.
but it would also swing back the other way too far because people could have genuinely been able to do it solo but did it in a party anyways.
(jokes aside, one handed crossbows van helsing style would be so cool, it would make for one hell of a void rogue theme)
Wait so the list actually includes multiple kills from the same person, or what exactly?
no, it's just 1st kills
Oh, that's kinda super weird though. I mean wouldn't a list with pure solo kills make more sense?
Thanks for taking the time answering me haha š
If detecting a hard carry was the goal, it would be better to look at the max corruption reached for each player individually and only record the kill into a special list if they were at some minimum corruption.
but what if the guy that gets carried starts the map, and the guy who carries him joins him?
I wouldn't like to have the guy who got carried in the list, like at all. And the only possibility would be to only allow solo kills to count (in that list).
If you guys don't have the number, well unlucky, maybe it will pop up at some point haha, but thanks for answering š
no, the way I said above works too. and doesn't get false negatives. If someone joins but has never done 500 corruption then they are getting carried and you can just ignore it
do you by any miraculous chance have that number?
nope
Hello. My ring disappeared in the game, when I entered the game instead of the old ring there was a rare one (for some reason). Who can I write to to return the old one? š„¹
Are there any plans to add debuff/buff icons for effects triggered via a skill's specialization nodes? Mark of Rot from Anomaly and Dismantling Throws from Void Cleave are examples of incredibly important effects with no visual feedback or icon.
will there be an option to see the character profiles of other players?
is there a shortcut key to take screenshots and also where are they saved?
Where exactly "Twinned Tyrants" from Weaver tree can proc?
@glossy merlingood question.
Not sure if this has been asked already but does corruption impact nemesis in any way possible? I assume it doesnt on turtle but Im not sure about nemesis?
Sacrifice's Blood Spectres have no cap at the moment; what are the odds that y'all impose some kind of cap on how many you can have as part of the next Necro rework? I guess y'all usually don't like to comment on upcoming changes so maybe a better question is how high they are on the list of things to be reworked for necro?
What's the next class going to be, and why is it Monk?
AFAIK it only affects the rares/exalts, but not uniques.
We don't want you to feel like you need to wait to egg a unique to be optimal. If you have a unique you want to egg, then slamming it on the next Nemesis you see should be the optimal play. Same logic applies to other things that can roll LP by consuming something you have (turtle, rune of ascendance, cocooned uniques).
AFAIK there's no built-in screenshot feature. If this is something you'd like to see added, let us know in #1210282176680169562!
we do have screenshot functionality for the in game bug report tool (F8 or hold start on controller) so just gotta give it another keybind and save it somewhere I suppose.
Pretty sure this could proc in any echo where the objective tracker tells you to "slay" a boss (note how the tooltip specifies boss "objective" echoes).
What about Woven Firstborn? Seem like they are of the list
If the only objective in the echo is to kill the boss. IIRC Cemetery of Reweaving's objective is to clear the cemetery so I don't think it would work there.
Brewmaster Echo and one that has Oro/Harbinger also ignore that passive.
Boss of the echo too(I mean boos of the mono)
If there's specific echoes that just have an objective to kill a boss that never proc this, feel free to submit an in game bug report specifying which ones (F8 or hold start on controller). Or conversely, if it procs in a Woven Echo that doesn't have the boss icon in the tab. I'd expect the boss icon to line up with this.
As for the timeline boss, that's a "quest echo" AFAIK so I think they could maybe work too? Though I have no idea how you'd double spawn Lagon so maybe not š
Based on looking at the code it seems to be the same logic that causes the objective tracker to tell you to slay a boss. I'm not sure of the nuances beyond that though. (I implemented the the Woven Echo placement/tab UI stuff, but not the actual spawn logic stuff, so just trying to read thru and grok code I'm unfamiliar with)
Currently have 26 Baroness echoes placed - if none of them proc it, I'll report that.
If this passive isn't supposed to proc on woven echoes at all, then - please consider reworking that one.