#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 109 of 1
I see. Thank you both for answering. I will check yolo mouse.
Yolomouse didn't seem to work well anymore, it toggled on/off when hovering enemies/targets
that just means you need to set the cursor for those things, LE uses more than one cursor and yolomouse only replaces one at a time
Does the blessing that gives increased Amulet drop rates affect the drop rate of Omnis and Nhilis etc?
does the kuzan helmet makes it so shadow cascade piercing dagger become burning daggers?or do they stay piercing dagger but simply doing fire damage?
It gives you a buff when you throw a burning dagger I believe, it doesn't convert anything into burning daggers
by "critical strike deals more damage", it means that the amount is added to critical strike multiplier or multiplied with critical strike multiplier?
if i'm using dancing strikes,does it count as if i'm moving?
This wording is almost always used in long descriptions for added critical strike multiplier, in just the normal meaning of the words rather than the technical "more" modifier. Check the actual stat line to be sure, though, it should be clearer there.
Does the node "Voidfused Projectiles" in Void Cleave get converted to Fire with the node Hellish Chasm?
This has prolbably been asked before but will there be a way like prophecies to farm rune of redemption/havoc?
They're changing the prophecy system
So the answer is technically no, but we don't know what they're changing it to
Okii thanks
#❔┃ask-the-community message
had to alt-F4 the game in order to solve it.
no, always void
it saves logs from the previous session when you start up the game. You can press [F8] in character select and submit it from there.
Shield bash has both width and length aoe scaling in its tree, does the increased aoe with aoe skills affix apply to both or just one of those?
both
Are there going to be any balance changes prior to next season for the community to get input on?
We typically haven't done mid season balance changes in the past but I can't say for sure one way or the other.
Just curious if there would be a shift to allow this. I feel like community input in balance might not be a bad thing. The balance was astromically out of scale compared to any other previous season. Hoping this isn't a continual thing of just waiting to see the 10,000x dps flavor of the month build that happens each season.
There are a lot of fun older archetypes that got obliterated for various reasons and now they wouldn't be nearly as bad. Would be nice to revisit them instead of them gathering dust for eternity.
could be, drop it in #suggestions if you want to maybe see it
what does the team generally feels about uber being oneshot?
I can't speak for everyone but given the number of possible combinations, I'm not too surprised someone found a way to do it.
in the chthonic fissure tree - there's the Forbidden Chasm node that grants acid skin on the initial fissure hit. THe acid bane node gives additional crit strike chance on increased poison damage on mobs with acid skin.
with both specced, it doesn't apply both at once correct? It applies acid skin first, then you get the acid bane bonus on subsequent hits?
What are the stats on the "sweeping melee attack" Manifest Armor uses when struck by a thrown shield? It doesn't have a skill card like Charge and Whirlwind Strike. Relatedly, does taking the node that unlocks that attack (Manifest Inspiration) increase the priority for the ricochet to hit MA or is it random?
It's just rive iirc
The third hit, I'm guessing, since that's the 360
Would explain why it doesn't scale with area. Normally it inherits the area tag from the base skill but MA just hijacks the final strike directly
The Acidbane node just gives you bonus crit chance against enemies cursed by acid skin, so as soon as you curse the enemy with acid skin, you get acid skin's baseline +20% as well as Acidbane's bonus crit chance (both added to your final crit chance like crit vuln) to all your hits until acid skin wears off.
A suggestion I know but.. how about some level based restriction for talking in global? These bots are crazy.
Would barely make a difference (you can level bots pretty easily) and would negatively impact the new player experience (not being able to ask questions). If you'd like to see it be implemented, please post it in the #suggestions channel
Well, not a suggestion then.. any plans to handle it?
yes
hello, quick question: does the frenzied flame node in flame reave ("frenzy gives [+8 per point] flat melee damage to flame reave") scale with frenzy effect?
According to recent patch notes, yes
thank you, very cool 👍
also another question about attack speed:
how do i know how many times im attacking per second with a skill? i've had people tell me 1. it's what your stat sheet says (i.e. melee attack speed 4 = you attack 4 times per second with any melee skill), i've also had people tell me you grab the "base speed" on a skill in letools (for example letools says mana strike has 1.692 casts per second at base) and multiply it by your increased attack speed...
obviously those are contradictory. what's the real answer?
Shadow Cascade has both Throwing Attack and Melee tags. Does the throwing portion only effect the dancing daggers damage or does it effect the spining blade part also?
(In short is +30% melee physical and +30% throwing physical the same for this skill)
Things that apply based on the tags of the skill apply to the whole skill (e.g., +1 to melee skills or -3 mana cost for throwing skills).
Things that affect the damage of the skill apply only to the parts specified (e.g., 30% increased melee physical is only going to apply to the portion that is both melee and physical - it won't apply to the throwing part or any non-physical portion of the melee part).
You take your sheet attack speed (times per second) and multiply it with the skills base speed
The sheet speed assumes a base speed of 1 afaik
So it's basically the same as the skills base times increased
how can i tell what's what specifically? it's not exavtly called out
thank you. if i don't have access to the character sheet (spreadsheeting stuff), basically the full formula would be (base skill speed) x (increased speed) x (weapon base attack rate)?
does the base attack rate only take your main hand into account, or the average of both weapons?
Daggers from dagger dance are throwing
Shadow cascade itself is melee
It averages both weapons while dual wielding into one "more" multiplier, which only applies for melee skills (and of course, skills could have their own "more" speed multis).
Yep
It usually explains in the long description of the skill, and LE Tools and similar tools have tags on the individual skill components to tell you which parts are throwing vs. melee vs. spell vs. none (and very rarely skills can be more than one which will let them scale with both, like shadow daggers which is both throwing and melee).
okay so like flat damage only applies to one but speed applies to both parts?
Only melee attack speed will matter, since you don't actually use the throwing part... so that is another nuance that I probably should have clarified. You also only count as having directly used a melee attack.
(Unless you remove the melee attack, then I suppose only throwing speed matters at that point)
Like I don't see how the Throwing attack speed would work but the Shadow Cascade skill has the throwing tag when you're speced into dancing daggers
So is it a bug then? The speed definitely increases
By default shadow cascade is a melee attack, throwing attack speed shouldn't affect it even if you spec dagger dance
If you remove the melee component it becomes a throwing skill
So throwing attack speed should then affect it
Yeah, that would be a bug if throwing attack speed scales shadow cascade's use speed, unless you've removed the melee component with Porcupine's Wrath so that it's only a throwing attack.
The throwing tag it gains when you first spec dagger dance is basically there to indicate that a component of the skill you're using scales with throwing stats (the daggers) and it allows for it to get stuff like levels from + levels to throwing skills. But shadow cascade itself remains melee and won't scale any different than before. Until you take porcupines wrath at which point shadow cascade itself becomes a throwing skill and starts scaling with stuff like throwing attack speed
No I haven't removed it. Maybe it's placebo and just feels faster.
Okay so I need to replace my ring that has +$ throwing attack speed lol
how long does it take to get an email back from EHG support?
Usually within a few business days depending on the current queue
Question on Executioner's Tithe: does the phrase "50% of added melee damage on equipped weapons applied as added spell damage for Chaos Bolts" apply to just the "+ Necrotic Melee Damage" or does it also include the "Increased Necrotic Melee Damage?" I'm trying to determine if the roll for Increased Necrotic Melee damage matters for my Flay Lich build which uses Necrotic Spell Damage.
Increased != added
added means specifically flat
Gotcha, so I shouldn't care about that roll for increased. Thanks! Saved me a million gold lol
np!
Hey guys. Will we in the future get a complete rework of how enemies move. So it doesnt look so clunky.
And a camapign reowrk of the first 2 acts atleast, sonthe narrative is getting much better?
Actually the firs 8 acts woukd be nice, but first 2 would be a great start😱
They haven't announced reworks to those things but they have been improving and reworking past content as times goes on. If you'd like to provide feedback or suggestions please do so in the #feedback and #suggestions channels, since nothing gets logged for consideration in this one.
Hello, my account was permanently banned.
I already sent an email but got no response.
Account Email: fyddl87@naver.com
Character Name: Yusseun
Could you please check my case?
Asking regarding suppport tickets in this channel does no good. The developer who reads this channel has nothing to do with support. It usually takes a few bussiness days to get a response (it was just a weekend). If you didn't get an automated reponse saying your ticket was sent then I'd re-send a ticket, if you did then your ticket was recieved and all that's left to do is wait.
Where can I inquire about tickets?
I only sent an email. Is there a place to ask on Discord?
There is not no
in the inhertiance of the erased amulet, does the minion receive the stats such as penetration?
Yes
A technical question for rogue, If a shadow drops an umbral blade, and I have 100% increased damage to skills used by shadows, when I recall the umbral blade, does it still keep the shadow damage modifier?
I'd have to double check to be sure but I think no as I'm pretty sure that the recall damage is set by you in that case
When a Shadow uses Umbral Blades, the server generates a specific instance of the "Blade" entity on the ground. This entity is tagged with a SourceID—in this case, the Shadow.
Snapshotting: At the moment of creation, the game checks all applicable modifiers. The "Increased damage with skills used by Shadows" is applied to the base damage of that specific blade instance.
The Lifetime: That blade keeps its "Shadow-origin" tag for its entire 6-second duration.```
I found this and I was wondering if is correct.
sounds reasonable, I'll see if I can tell quickly
think is, I added 2 rings Penumbra rings, that add 200% dmg for skills used by shadows, but I didn;t see a difference. Maybe need to test more
so after a quick look, that's not how it's happening but it looks like that is the result we should end up with
So the added damage is not snapshotted?
I thought we were talking about a source of increased damage.
The thing doing the casting of the recall is the blade in the ground itself. This means that whatever stats it had when it went into the ground are the stats it has when it casts the recall.
hmm, I should see higher numbers when adding 200% dmg though, and I don't
If you've found a bug, please use [F8] in game to report it so we can investigate it.
I have no idea if its a bug, my shadows are the one dropping the blades but I am the one recalling. So the extra damage might not be added because its my character recalling, not the shadows.
ok yea I was right the first time, just didn't look deep enough, it shouldn't and sounds like it doesn't work
Can't trust what you read in the internet 🙂
do drop-rate blessings affect boss loot tables?
No
Do the devs still need video about void warpath still reseting while recovering mana?
Is it possible to restore a deleted online char if I put in a request?
Does this also mean that the 300% more damage that shadows get for umbral blades only applies to the throw from the shadows, and not the recall?
do omen windows have higher rewards the farther you are from the middle, like orobyss? I seem to get way more experience at the circle edge i.e.
no
ok thank you
Hello! is there a way to appeal to a perma ban? i got perma banned out of nowhere and i would like answers T.T
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Here's the ticket form: https://support.lastepoch.com/hc/en-us/requests/new?ticket_form_id=4416937240347
Hi I'm having trouble lumching the game it never opens
Okay never mind just had to keep opening and closing the game 🙂
Hello!
I’m playing a Blade Dancer build using Dancing Strikes.
As I understand it, the attack deals instant hit damage (which we see in the tooltip), and also applies bleed (damage over time).
Where and how can I see how much damage over time I’m actually dealing?
I can’t seem to find it, please help!
Since I’m still early in my progression, I’m trying different gear and want to understand, based on damage numbers, which items are better.
The tooltip takes ailments into account, it's not the most accurate at them though
Wolves get attunement tag from their attunement scaling node.
Sabertooth doesn't get attunement tag from it's attunement scaling node.
The wording of the nodes are a bit different. Is it intentional that the sabertooth doesn't get the tag and thus can't abuse Xylem's +4 to attunement skills?
Where can I see this enemy tooltip? If I press the alt key, I can't see the damage dot either.
It's integrated into your skills estimated dps
There's no way of getting the damage a skill deals with ailments specifically, you'll have to go hit the dummies or do napkin math for that
Hi, is there a way to recover a deleted online character ?
Likely no, but you can contact support and try.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
is there any way to upgrade to a higher tier support pack and just pay the difference yet?
Would the Natural Wrath large unique idol bypass cooldown nodes in the earthquake tree? (Staggering Force, Seismic Tide)
Edit: same question for the Avalanche node 'Crater'
are there any confirmed bugs with the Summon Skeleton -> Individual Operator node? Doesn't seem to scale like it says it does
If you think there's a bug you should report it
well of course, I'd just like to know if a bug is recognized by others (devs or players)
Yes to both
Do we have any new info that Season 5 is slated for this year?
The roadmap
Roadmap says nothing about the year , date , etc
Hmm you're right. I'm pretty sure it was mentioned somewhere, I'll see if I can find it
Three of my friends from our discord got permabanned in the game within 3 or 4 last days. None of them was affiliated with any RMT or the likes of it. What the hell is your banning policy? Do you have so many players that servers can't hold them all so you started banning random innocent people? What kind of a behavior do you represent? They already sent the tickets but that is beyond unacceptable that your ban system can be tricked so easily. It's a straight up disgrace.
I don't think we have an automatic method for this. You could try contacting support to see if they can facilitate it.
Ancestral Favour should grant the tag.
also, the reduced health cost of spells affix on xylem is being routed through transplant for some reason which is why that shows up in LETools
Hey Mike, did a ban wave just happen? I was affected, I just submitted a support ticket, but was just curious if some kind of automated action has taken place in the last day or so?
5M ago i looged into the game and get perm banned and lost connection what happend
I don't believe
I have no information available about any bans. 100% of what I know about it was just posted by the community here.
Dunno if this was answered before so ill ask anyway.
Do you guys plan to touch the imprint mechanic? or are they going to stay in their current state until next season?
At least it's not just me. Still very odd. Thanks.
I also tried logging in to the main LE website and got a 500 internal error after the steam auth. I assume maybe that is bc of the account ban too?
We don't generally make announcements about upcoming balance changes. I'm not sure what the future of it will be.
Yea, forums use the same account.
@placid plinth i logged 5m ago on account click NPC on market, get lost connected and i got perm banned. Could you check? i got ss and i try make a thicket
then how about you take your time and check it or make someone check it? My friends who spent many hundreds of bucks on this game got permabanned without ANY LEGITIMATE REASON and now they are supposed to wait up to 5 business days for you all to answer?
All of the bans were done manually by a person individually reviewing the situation. It is possible that mistakes do get made. You've already taken the appropriate action to appeal the ban.
I can't check the status of bans here. The only way to appeal that situation is to submit a support ticket on our support site.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
oh so they have to wait up to 5 business days? Is that how you treat your long-time customers? You guys changed so much after Beta, i literally can't see that working in a long shot
The estimated reply time is estimated to be longer than expected in case of significant flood. It could possibly take up to 5 business days, yes. We reply to the requests in the order they were received.
my friends also banned .. what is this?
I don't have any information on bans.
careful, I've already let several rule violations on discord go
If you would like to appeal a ban, please open a support ticket on our support site.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
they playing legit all the time like me. dunno why ??
Guys. This channel is specifically not for support issues. It says it right in the name.
Please stop discussing bans and support in general here.
i sent 100k times issue for supporter. but 0 help bro
Also even if it wasn't explicitly stated that the channel isn't for support issues (which is stated), this is like complaining to your cashier about prices going up in the grocery store. Mike isn't support.
further discussion with you is hopeless as i can see, i really can't see this game going forward with such attitude
this is like walking into the city planning office and yelling at the desk for a cop arresting your friends.
I will send you thicket but I don't know if it will come in 5 days on your website .
TIME WILL TELL ,for me it's a scandal
i think u guys should ban first RMT gamers..
A much better place to complain and air your grievances would be #feedback.
Because then it might actually reach the right people
I understand that people are upset about this. This is not an appropriate use of this channel. Please read the description.
To reinforce Mike's point, this is for questions related to the game that folks need answered by him and other developers.
I've already suggested this in the appropriate channel, but I'm curious what your thoughts are on game developers going over common player feedback in a public manner, Mike. What I'm thinking of here specifically is how other games do a "How the Launch of Season X Went" type of forum post 1-2 weeks in to a new season. I think it would be really interesting to see developer thoughts fleshed out like that; the closest we currently have is Eterra Monthly, but nothing in there really covers the "question and answer" format I'm imagining.
Can I ask what actions are being taken against the "toe" spammers, I see them 10-20x a day now, always report and block them, but my block list is getting very large
They are like cockroaches, you nuke one and 2 more pop up - we're working on more permanant measures to take care of them
Thank you, I know they're hard to deal with.
We are doing this with Feedback Forge in Eterra Monthly - It's a new feature where we go over things we're doing based on player feedback
Good news is we got a bunch of tools we're going to be working to enable that will prevent this behavior
The feedback forge is nice, but that's not really what I meant. The feedback forge mostly covers things that are already finished (and already in the game, or will be very soon) -- it doesn't address things where the answer is "no" or "maybe later" or "we disagree; here's our thoughts on why."
It varies, and we did that in the first month IIRC. Happy to do this for April's 🙂
Maybe try temporarily blocking the word "toe" on chat and see what happens
They'll change it to'e or something. There's a reason it already looks so weird. Also blocking normal words isn't really conducive to a good chatting experience for people trying to use it normally.
Well 2 days ago the word "come" was forbidden too so that also messed with the experience and you will rather use the word "come" more often than "toe"
Hence why Muffin mentioned they're working on a more permanent solution.
I cant go into more details here - but suffice to take its not as simple as mere text detection
can we not have this conversation here? the devs are working on it. you got your answer
i got banned and i think they came for me because of my name..
you have already been told to reach out to support. coming here again does nothing
its not even funny, i know people emoted with xd, but since no reason was given i am free to think is because of my name
you can think w.e you want, but stop bringing it up in #👨┃ask-the-devs-not-support-no-bugs its not a question, and you were already directed to support
I reacted like that cuz it actually might be the reason judging by the amount of false positive bans recently, void is taking over this game
I understand you're upset. Please realize that you're talking to someone who has spent close to a decade putting their heart into this game. Taking it out on me won't help.
If you're confused about anything related to your account, we're happy to investigate and provide information to you.
Our developers, including Mike, aren't the ones that make decisions surrounding violations of our Code of Conduct. If you wish to direct your frustrations to anyone, you're welcome to do so with me as I oversee the team executing these decisions.
Derrick can I DM you or nah? or even email directly?
What's it pretain to?
This
i tried DM ing you, you blocked DMs
I'm not blaming or complaining about the developers; you've done a truly fantastic job, and I thank you for that. However, it's truly unfortunate that this work is being wasted due to mistakes of the support team, that's was my message for the devs ( you should give this more attention other than saying "Dont type here go for support team")
W devs
Weaver Tree Node "Gilded Tails" describes every Drop as an "Item" which includes Runes aswell. My question is here: Does "Guaranteed Unique Item" Inlcude Rune of Ascendance/Havoc/...? In my understandings Havoc/Ascendance/... are Unique Items?
Havocs and ascendance runes are not unique
And see what Derrick did? You could have done this - you could've redirected us to Derrick so we're not shooting blanks at you if you're not responsible, don't be a decoy, give us a path so we can follow it, thank you Derrick for giving us a proper direction and Mike for surviving the attack
Can i DM you too on behalf of those 3 friends of mine?
its all the group players complaining, why do I feel like you guys know what you got banned for and just trying to go around it
Oh look at you, the omniscient
I got banned aswell today,Been playing LE since alpha. I changed my characters from MG to COF for a while now, but yesterday since my wife's wanted some gold to change her build i made a new char and bought her item ( which was a couple of million) same IP and everything too
her account is fine tho lol
Please open a ticket to appeal:
https://support.lastepoch.com/hc/en-us/requests/new?ticket_form_id=4416937240347
thanks
Are you allowed to RMT if it's on HC SSF?
Please don't clutter this channel with jokes and comments regarding something that shouldn't have been discussed in this channel in the first place.
Hi, I opened a modmail ticket a while back but haven't received a response yet
it's been over two weeks now. Is that typical for modmail response times, or is there a chance it might have been missed? Just wanted to follow up. Thanks!
Why is the shade killing me twice?? How can I be dying right after I respawn in the portal area???
a bug. hit f8 and report it
Are the drops from Omen encounters and Omen's Veil affected by corruption? For example, do they drop more idols/altars/corrupted exalted items, or have more or higher-tier affixes?
Yes
Thats a cool #suggestions
If you didn't receive any reply at all, not even the automated one. Please double check spam folders and if you still can't find the automated reply even, please resubmit.
Two weeks is significantly longer than expected.
Oh, modmail
I was referring to the Modmail Ticket system in the Discord server.
Hi there! I was wondering if a dev might know off the top of your head of a monster buff that gives enemies +flat damage. I'm trying to work out some worst-case numbers for a hit that one-shot me, and it's pretty slow hunting through the Bestiary for monster skills that grant buffs.
There aren't any I'm pretty certain
Buffs like that would be really weird on enemies since for some fast, low damage attacks it could multiply their damage by several times while doing pretty much nothing for big bonk attacks. Which is why all buffs are in the form of either increased or more damage
Is there log or something I could look at that might have numbers? I didn't think to screenshot my death, unfortunately.
I can share what I came up with, if that's interesting to you.
There is technically a log file but nothing that's like a death recap or recent damage taken or anything. it's a debug log, unsure where it's located
Well, maybe I'll try to recreate it later now that the character is in softcore. Thanks for the answer!
The info you're looking for isn't available in game. I also don't think any buffs like that exist.
Feel like if one did it wouldn't be something that's applied to enemies generically but maybe a boss specific buff or something
Oh, I have no idea how that works at all.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Try opening a ticket there
I was originally going to submit a support ticket, but I was told that using modmail would be the better way to reach the developers, so that's the route I took. If I submit a ticket through the support site instead, would that also get forwarded to the developers?
They go to the exact same inbox.
Thx!
Hey EHG, I have a question regarding an interaction of Marrow Shards, to activate Bone Shatter on the Bone Golem.
I am using Marrow Shards with "Apathy" to friendly fire hit my Bone Golem.
Bone Golem uses the "Bone Hail" and "Betrayal"
This causes Bone Golem to rapidly and repeatedly cast Bone Shatter upon being hit by a Marrow Shards. Which is the expected behaviour.
Now if we add the "Pyre Golem" node, and convert Bone Golem to fire, I'd expect Bone Shatter to still activate upon being hit by Marrow Shards.
When I try to hit Bone Golem with Marrow Shards now, it doesn't trigger the Bone Shatter.
Is this a bug?
To add on to that whole topic; if it were to work, with the Bone Golem's conversion to fire. Would the Bone Golem's "Bone Shatter" be converted to some form of Fire Bone Shatter? (VFX/Dmg)
Looks like pyre golem doesn't cast bone shatter at all from what I'm seeing
It instead casts infernal aura
Bone Shatter gets triggered at will upon being hit by Marrow Shards or enemies before the conversion to Fire. Once converted to Fire Bone Golem, the retaliation (Bone Shatter) no longer happens. neither from enemies hitting the Golem, nor my Marrow Shards
It feels as though that should still work
yes
Like I said when it's converted it loses boneshatter and gains infernal aura instead
All the golem conversions replace boneshatter with a different active spell instead. The game never explicitly says this, so regardless of whether it's intentional or not, a bug report is useful and warranted.
I see, so it basically has no access to the "Bone Shatter" as its castable spell.. okay, thank you
Yeah it's for sure a bit unclear from the tooltips and node descriptions
"Pyre Golems also cast Infernal Aura"
the also made me think it'd just add it to the spell list, and more importantly not take away Bone Shatter.
regardless of wording and clarity, I'd love to see either Bone Shatter remain castable for the Bone Golem. Or better yet have a converted Bone Shatter (since the Bone Golem has 3 conversion nodes available)
If its like this for balance reasons, I'd understand. But it felt like a bug to lose Bone Shatter when converting, so I thought I'd ask. I appreciate the response
Make a post in the #suggestions channel regarding it, that's the best way of having it be heard ^^
does the increased unique drop rate blessing effect the chance to proc imprint drops if they're unique items?
like the end of echo reward one
No
I asked in rogue chat as well, but maybe it’s better in here. When a shadowrend shadow imitates multishot, does the multishot benefit from the mana cost of shadow rend, the consumption cost or the mana cost of multishot for the marksman node that adds more dmg per mana cost?
follow-on Q to this, does it affect primordial drops from Rift Beasts?
Quick question:
Does Gold drop rate change how much Ancient bones are dropped by enemies? (be it through blessings or other sources of gold drop rate increases)
I could swear, in 1.3 it increased the amount, just wondering if this got changed (or was a thing in the first place, be it intended or not)
It does, same with when you get Zerrick in your echoes.
Even still in 1.4?! AWESOME, thank you! :D
The thing that popped me was a Siege Bolt from a golem, so no boss effects in play. I was asking because I noticed while looking through monster skills afterwards that they all have non-zero added damage effectiveness numbers.
I had another idea: one of my defense layers was "28% of damage redirected to your highest health minion." My highest health minion was also full HP before the Siege Bolt, but if it also gets one-shot by the same hit, does that stat still work?
EDIT: Actually, I'll take this to community chat. I kinda wanna talk numbers and this feels like the wrong channel for that. Thanks again Mike & Cyborg.
Is it intended to be able to craft an experimental affix onto a primordial exalted boots/gloves/belt or not. At current that interaction is bugged and completely bricks the device for the instance (i have bug reported it) but i'm just asking to know what's intended there.
Dear Devs, any chance you can add lenses that give 4x uses and 4x rewards and increase the favor cost accordingly. Spending 30 minutes rolling prophecies is NOT FUN AT ALL. Personally I woulnd't mind 8x.
They're changing the prophecy system so you won't have to roll as much anymore
(next season)
yep
First of all, if you want smth added into the game, #suggestions or #feedback
But the whole prophecy system is getting changed in s5
@crude ploverI hope this is not an out of season apriil's fool joke....
tbf that was on april first
but trust x)
He also said it Friday on stream
I can't check it right now, cause am rolling prophs, I ll take your word for it 🙂
Is there a line limit for merophage's affix list? Like, can I shatter a 4 affix item + regular sealed + primordial sealed + corrupted sealed (regular one, not the corruption exclusive) and get all 7 affix lines to coexist in the merophage?
I would suggest testing how Merophage actually works in-game so you can see how horrible it is and immediately give up on any plans to use it
Is evade suppost to interact with Rogue's Flow passive? It messes up the combos and is very hard to keep track of the flow stacks on the buff bar, since all the icons keep changing position.
Evade is a skill yes
No, it doesn't affect any boss drops (like those)
Hi Mike, is Upheaval and its Shockwaves not being able to hit the same target a technical limitation or a choice you guys implemented?
choice (or mistake I guess), they use what's called a shared hit detector
possibly at all
Follow up question then, how come the subskill shatter totem doesnt ? Because it can hit the same target, and within the same "cast" you get hit the same target with all your shatter
I guess I dont understand how Upheaval and Shockwave have a shared hit detector and Shatter Totem doesnt
shatter totem probably doesn't have the shared hit detector
Simple as that ? 
yup, that's from shatter totem
Hey mike, (not a suggestion a legitimate Unity question), is there "momentum" in the game? Like, for example, if I use Rive, and my sword swings left at an enemy, is it technically possible for the enemy to go with the blade, and then when rive swings right, the enemy gets hit and swings right, almost like a follow through. I was playing zoomed in during the campaign, and it seems like currently the enemies move when hit, but not directionally based on the hit and I was just wondering if its technically possible just maybe a bit complex and into the animation department etc. This would mainly be in regard to strike skills as opposed to slams or something else which I imagine would require different feedback.
I'm also just thinking in PoE2 terms, since it feels like PoE2 has done some crazy innovation in the animation department. (not comparing just analyzing visuals). Whereas PoE1 doesn't really have that either. Since Unity is Open Source and not proprietary (so we don't know what exactly is going on in there) like PoE's engine, I was just wondering if there are mechanisms in place in LE for that sort of thing, or if it would require a huge overhaul? Ty for reading
is there any data you can share on number and/or percentage of people that have beat uber aberroth this cycle?
0.978% of characters have killed uber Aberroth this season so far
There is "momentum" if we make "momentum". The divide between what is possible and what is reasonable is gigantic.
thanks!!!
I used some wrong info and that's slightly wrong
it's actually 1.1%
Yes exactly, I'm sure the engine makes it "possible" but introducing physics besides just ragdoll death physics is a huge undertaking I'm sure. I don't question that for a second. Just wondering if the gap with LEs current implementation vs. sort of what I'm talking about is gigantic then? Based on your response it probably is. (btw I work with full stack ERP apps for businesses and sometimes what they ask vs what is functionally reasonable is like.... eh so I totally get it) Usually the best solution is a "workaround" that feels 90% of what they are asking, but doesn't require the overhaul that 100% would require
is there a breakdown between masteries for that? I am very curious about the split. I'm sure mage is much lower and I am curious lol
Can we see heat map for the new skills bladestorm and shadow rend at 300+ corruption?
yup 1 sec
which mastery
bladedancer
(was prob a dumb question lol)
having them react to proper physics and animate appropriately while alive is that big
very cool that you data like this
is this publically available? WoW has something very similar for talent heat maps. I love stuff like this
yeah makes sense. Thanks!
no, we track all the various data that goes out
You should be able to do what the game says. I don't think the thaumaturgy device says anything about a conflict. I'm pretty sure the only requirements are 2 prefixes and no experiemental affixes.
well the bug has certainly made crafting these boots harder #👑┃item-showcase message
do you guys every use that skill tree heatmaps to see where improvements can be made. like that shadowrend pretty much reinforces the illusion of choice or are the trees designed with that in mind. like do you guys expect people to always take certain things when the trees are designed and then add the skill taxes?
yup 🙂
we do use it
its relatively new to our workflow though
so it hasnt had grand impacts yet
oh that's cool. I remember asking a similar question probably more than a year ago, and the answer was (obviously) no at that point
will minion cooldown reduction from the primalist idols have any effect on the scorpians limit of 3 avalanche boulders per 2 seconds? Does it reduce the seconds for example 3 per 1.7 seconds or is there no effect?
Asking because i know it reduces EQ cooldown for bear, which is much more powerful, so wondering if theres an effect with the avalanche boulders
No, Reverberating Strike gives your Scorpion a triggered ability with a specific max x per y.
Groundshaking Might says "Your bear can use Earthquake..." This puts earthquake on your bear's hotbar.
Heya! ^^
Apologies if this has been asked before, but: when a unique item is created by means other than dropping from a mob (e.g. bought from Skarven), does the area level matter for the sake of LP?
- For items bought from Skarven: should I buy them from him in a lvl 100 echo to maximize LP? Or is buying them from him in town the same odds for LP?
- For items dropped by prophecies: should I run unique item prophecies in lvl 100 echo to max LP?
Thanks, take care <3
Heyo, was wondering if its intended design for bosses to have such low potion drop rate even if you invest heavily into potion find. Makes builds that depend on it feel good in echoes but bossing is miserable.
Do the storm bolt modifiers in gathering storm affect storm bolts expended from storm stacks in Tempest strikes tree "Sky Opener"? Lightning Strikes Twice, two eyed storm etc.
character level only
bosses do have a different potion drop rate
yes
Does Void Cleave's Champion of the Void node regain mana per cast or per target?
is their drop rate based on hits? used a evolution on potion chance for the meme and saw no difference
yes, however if you're at max potions, it's very dramatically reduced
per crit
Hello, could you please tell me about support requests? Sent an application on Friday application number (85522) still no response(
No, I have no insight or information into open support tickets. You should have gotten an automatic reply outlining the potential wait time though.
@placid plinth Got it, thanks for the answer
Why cant I gain storm stacks when using rampage? Also when swipe makes me have generate 6 stacks , why cant gathering storm trigger to help me gain storm stacks? I was going to test the new unique idol
You'll have to give more context, what should be giving you stacks while rampaging?
In the werebear form skill tree , in the left area where it says when you are rampaging you cast storm bolts
That is so unfortunate
Any future plans including loadouts? I feel like being able to have at least 2 loadouts helps with builds, like having one for clear and another for bossing. That would be a huge QoL
Question for the devs - how does it make you feel about your game when you see this kind of thing happening https://www.youtube.com/watch?v=dMuBTEDrr5E ? Successful league and changes to rogue class? I mean you nerfed acid flask for no reason? Are you guys upset? It's not a bug, obvs functioning as normal - just curious to hear your thoughts
We actually specifically don't have them so this doesn't become a thing.
I thought it would make players work towards multiple builds and lessen the worries of "will I be able to take uber aberroth/x pinnacle boss". Still I understand the decision of not adding them
Ok got it - you don't care about your game, understood 🙂
Interesting conclusion
That's not what I was trying to portray. I think it's really cool that people are pushing the game to its limits. Much the same way they have done for probably the most influential game for me. The video just reminded me of one of my favorite D2 clips. Posting it without context was probably a mistake.
It likely points to a few outliers but this is not exactly a thing most people are going to try. It is rather a cool challenge you can undertake. Do I expect it to be possible next season? No, so get it in while you can.
I take extreme exception to the idea that I don't care about this game.
I apologise for misinterpreting your reply. I don't really think it's pushing anything to its limit, I think he's a good player but I think it's just a really broken build at the moment is all and was curious when things are so broken why they aren't addressed mid season? I did hear you guys many moons ago emailed the masses and it was decided only bugs would be addressed? Wasn't sure how accurate that was.
It's not a hard and fast rule but you can see the results of that public poll on our forums still. In general we avoid making substantial mid season balance changes that are unrelated to bug fixes.
Speaking of which, is there a corruption level you guys balance around when designing/testing? I know 300 corr was often mentioned, but I've also been told that it was a statement taken out of context. With a new uber-level boss coming soon, will we see builds in general get tuned to have a fair shot at uber-level threats?
Yeah fair enough - was that email sent out knowing seasons would go for 7-9 months or under the impression they might be much shorter though?
Why does upheaval have the fire tag in the skill page if it can't ignite or switch to fire
TBH I'm not sure I would interpret those poll results the same way EHG did. It seems to me like the actual answer players gave is: whether or not they want something nerfed mid-season (outside of bug fixes, which players always want) is dependent on how severe the balance issue is, and how severe the nerf is going to be. Like, hypothetically; if one skill was dealing a billion times more damage than anything else, not fixing that would likely be contrary to the wishes of most players.
You can read more about the results of the poll here @strange shoal
https://forum.lastepoch.com/t/mid-cycle-balance-survey-recap/68542
Hello Travelers, In between attempting to save the citizens of Eterra, and eradicating them, almost 70,000 of you have joined in with your voices to discuss mid-cycle balance changes. The turnout for this survey has been fantastic; and further, is in addition to the many discussions here on the forums and other platforms on the topic. We want t...
Thanks just reading now, wow almost 70k replies! Thats about 30k more than season 4 launch day 😮
I disagree. I think in a perfect world where everyone can be assured that when something like that gets nerfed it's still pretty much the best build in the game the results might've been different. But we don't and it's very possible that something goes from the most busted thing in the entire game to like an A-tier build. At which point people who had spent hours grinding for the build would feel awful, hence the results of the poll.
I'm specifically comparing the "mildly overperforming balance" and "overperforming balance" poll results, and extrapolating. 53.8% saying they dislike the idea of nerfs unrelated to bugs, 14.4% saying they don't care, and 31.8% in favor.. is not an overwhelming response in my eyes. Edit: I would even argue that the questions asked in the poll were slightly loaded (pushing players towards a specific conclusion by only mentioning the possibility of nerfs), and you would have likely reached a completely different conclusion if instead you suggested buffing underperforming builds and nerfing overperforming ones (as part of some sort of mid-season balance update).
"nerf" also has its own connotation of being incredibly severe
I'll just say one more thing then let it be - I think also the 'mid season' thing right now when there is currently 6.7k people playing and and overnight peak of 11k would not be the same impact as if it was done with 70,000 players. I also think if you were to pre-warn that changes were going to be mad then so be it. Right now the builds mentioned it would be beyond "over performing" and "over powered" I mean 400-500m 1 shots on the hardest boss to me at least is "broken" - anyways thank you for the chat and the link appreciate your time as always
I also strongly dislike the idea that major decisions like this can be permanently enshrined based on a single flawed poll, rather than being an ongoing discussion each season.
Like, what if all the players that voted for or against a specific thing no longer play Last Epoch? Do their votes from X years ago still dictate game balance decisions, even if the people playing now disagree with that?
There's also the problem that "nerf" doesn't mean the same thing to everyone, and it was never clarified anywhere in the poll.. effectively making the poll results useless, because you have no idea what people actually based their response on. Are we talking 10% less damage, or is the absolute obliteration that something like Acid Flask Trapper got on the table here?
The poll didn't dictate policy. There was a fairly heated debate about it and we wanted the community to weigh in. The results were treated as a "seat at the table" in that debate. It just so happened that the way the poll leaned was the side that already had an edge.
It is also important to say again (even though it got missed the first time). This isn't a solid rule, it's just something we avoid doing.
If anyone wants to see this changed, please put it in #suggestions I would personally love to have more ammo to point to next time it comes up.
And I say that but it is so rare that people take me up on it. I often go check a day after I tell people to use #suggestions or #feedback and I should really start taking that data down as it feels like 10% to me.
Thank you
If an enemy has 1 ignite applied by Smite, and 999 ignites applied by another skill, assuming that enemy dies as a result of ignite damage, does that count as an "enemy killed by Smite" for Righteous Overload (enemies killed by Smite have a chance to explode)? Also.. what if Smite never actually hit that dying enemy at all, but there was an ignite originally applied to something else via Smite, which then gets spread via Wildfire Embers to everything?
First question depends on which ignite kills the enemy. If it's the 1 then yes, if it's the 999 then no. They are tracked independently in split stacks.
Second, not sure really. I would assume it's wildfire embers that gets credit.
When scaling dmg for fire/lightning dmg over time does "damage over time" and "elemental damage over time" scale the same amount?
1% fire dmg = 1% dot= 1%elemental =1%ele dot
They all give the same amount of dmg
However the value of the affixes are different
A t7 Ele Dot has higher number than a t7 fire dmg
Dear EHG Team. My corruption level is currently 1200. What corruption level do I need to have so that, after one week of farming “Omen’s Veil,” I don’t end up with only a single low-roll idol that fits my build?
due to the nature of random item generation systems, there is no number which can guarantee results.
farm fractured prisons for omen idols
does increasing pack size in tombs and cemetaries via the burial grounds and/or hallowed depths nodes on the weaver tree affect spawn rates of silken cocoons?
Crit avoidance? Map modifier
So I have crit chance of 139% without critical vulnerability activation
If I’m not crit I get health. The modifier of the map is 35 crit avoidance. Why do I leetch health?
Crit avoidance is essentially chance to turn a crit into a non-crit. you having over 100% crit chance doesn't prevent them from doing that.
Does that mean, crit chance above 100% not working against crit avoidance? It does literally nothing?
correct. Additional crit chance is not intended to mitigate crit avoidance. if it worked like that you wouldn't need 100% crit avoidance to mitigate enemy crits, as they never get anywhere near 100% crit chance
Uh, next case of gear swapping
There are any plans for weaver tree to have points which increase toughnes of monsters HP/DMG and rarity on them and not only pack sizes? For players who likes more difficult packs of monsters than having many weak enemies?
Are primordial uniques included in the loot table for rift beasts in the bloodline glade woven echo?
Why I can only do suggestions and feedback with only 50 characters, and some people can write a book? 
50 characters is the minimum not the maximum
The max is smth around 1200 characters I believe
Will Vial of Volatial Ice + Hive Mind give my bees Frostbite and cold pen isntead of Poison for the coating of acid flask?
Yes
Spicy!!!
what do you mean by this about zerrick? I'm out of the loop
With the interaction of "shield throw base damage converted to void" just checking if converted to fire will the void over ride it? The nodes with fire pen, more fire damage do those still add 25% more if so? And also does all throwing damage now become void throwing damage?
This is just about to change, like I just had to double check that it hadn't already changed level of just about to change.
Soon, void will be a proper full conversion that affects all the stuff like you'd expect. Including Lava Burst.
void does override fire
Ahhh ok I was just checking as I was testing and noticed a bunch of stuff made no difference to the damage tab when swapping things around - thanks! Any idea when that patch might hit? Will wait til then for alt 16 this season lol
Good afternoon, I know scorpion is an older skill so the tooltips for everything may not be up to date, just wondering if the node "noxious carapace" will increased cold or lightning damage if the scorpion is converted respectfully. Thanks!
Is the summon skeletons -> Individual Operator node still divided by your total number of skeletons?
PRAISE!
Question is when! lol I'm currently making gear for the build, bored of my fire one 😛
Does "10% of max health gained as endurance thresh" count on low life, like does it work off the total fixed max and not your current?
Do explosive traps thrown by shadows not count towards the "maximum traps"? So I can throw 5 and my shadow throws 5, even though my max is 7?
If you're talking about the lich node that limits your health to 50% of max then the answer is kinda in the wording, it doesn't reduce your max by 50%, just limits you from getting hp above 50%. So your max is still the number on the right and you'd gain 10% of that as endurance threshold.
Nah I just got an affix on the frenzy helm which I was going to tinker with on a low life build for 10% max life as endurance thresh lol
Yes max health means max health and not current health
It would say current health if it meant current health
(sorry maybe I'm confused about what you mean)
Nah thats perfect, thank you!
always poison
Skeleton Rogues deal more damage (multiplicative with other modifiers) for each Skeleton Warrior or Archer you control.
as soon as it passes cert, might have hit a snag on the way out the door but it's soon
Your shadows never really exist or cast anything. It's all just you. It is possible that we might have made them not count but I would be very surprised if we did.
Okay so it really is that big of a damage buff 🙂 thank you
I added two Temporal keystone to my timeline and now I can not add anymore. Is this intentional or is it a bug?
is your stability maxed?
No its 673/1700
Yes I have 30
Well so much for that strategy lol
I did i went to bazaar and back. Then tried completing an echo and trying again.
one more q around void shield throw for later - the idols that say chance to shred armor on hit with fire skill - with the conversion to fire then void - that will work with void?
No
just use the armor shred on throwing hit suffix idols? they have exactly the same roll range
lol literally just saw that and was about to edit 😆 - will need to replace my max rolled ones tho D:
how does Anomaly: Cycle of Decay (reset durations of DOT ailments) work with something like Taste of Blood (doubles bleed damage rate by halving duration but keeping same damage) or even Anomaly: Quicksand (increases DOT ailment speeds)? Does the "speed-up" remain but the duration gets bumped back to the full amount? Or is the speed-up lost when the duration resets?
just bumping this question
I highly doubt it since cocoons usually spawn as one per spot so even with increased pack size it would still be below the number that could round up to 2, those nodes are most likely only for monsters that are guaranteed to spawn inside the cemetery
I'm sure that's a possibility with how things go but you and i aren't gonna know for sure, only devs can give a solid answer there. It's also possible that they are completely exempt from pack size modification in the first place for a variety of reasons.
Also to justify my opinion tunklab says that cocoons are objects that, once destroyed, release the monster
Unless I’m gaslighting myself, I think I cant have more than 7 armed at the same time, but if I create a bunch of shadows and throw out a trap (5 per throw) each shadow also throws 5 but they instantly detonate upon hitting the ground until only 7 are left and those ones arm until an enemy is on top of it. That’s how it seems to work, anyway. Thank you 🙂
my corruption rune roll all stats on item to perfect , but one stat "less dmg overtime taken" rolls unperfect , i guess it is bug or correct me if i am wrong , ( item "Tabi of Dusk and Dawn" )
Afaik when the corruption rune hits all max rolls it just sets everything to whatever is on the right on the roll range, so for negative values like less damage taken it actually ends up working against you and min-rolling that modifier. Which does definetly go against the spirit of it in my opinion. I'd make an in-game bug report using the in-game tool (F8)
ty , already did report in game
hello devs. there's a bug when trying to switch characters by going back to the main menu and going into char selection whereby the game will always be stuck in connecting mode even after logging into the char
If you've encountered a bug please use the in-game bug report tool (F8) to report it. If it's impossible to use the tool because of the bug restart the game and then report it, the logs will still be there so it'll still be useful. Nothing from this channel gets logged
does the infernal prism node by elemental nove penetrates global elemental resistance (cause enemies to take increased damage from all elemental attacks) or only cause enemies to take increased damage from elemental nova?
What does it say it does?
I put my item in the egg and empowered it with nemesis twice? my item is gone now and I did not fail the challenge
i'm so depressed
legit think i'm gonna quit hte game now
"Infernal Prism: Elemental Nova hits penetrate enemy elemental resistances" seems pretty clear to me, it only affects Elemental Nova hits.. because it says exactly that; is this a translation issue..?
you hit banish or your filter hid the item
or you killed him and died
Good Morning Devs, My account was banned the other day and I would like purchase the game again, if possible. Is there any way to add the game to my existing steam account or do I have to make a new steam account or am I banned forever?
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
@gilded junco
Does Countenance of Majasa's petrify interact with Stun mechanics? (Increased chance/duration, more damage to stunned)
No, it's not really a stun
Thought so
Hello derrick, can you please check your dm anytime you're free @plucky badge
Please do not ping EHG staff 🙂
Will the Abyssal Traveler/Templar/Vanquisher/Legend packs come back in to the shop rotation at some point?
With Steam Families replacing the old sharing system has there been any thoughts to allowing Last Epoch to be shared again? I do understand why sharing was turned off back in 2024 and I'm not trying to complain about it.
Seems like the new sharing system fixed some of the issues the old system had, such as now each slot has a one year cooldown before a new person can use that slot.
Best I can do is a maybe. I had no idea that it was changing. It sounds like they have made some good changes but I'm not sure it fixes the fundamental issues we were having with it and account saving on our end.
It's possible, it's not a complete gone forever situation.
hey Mike, do you know if the "flaming" node in black hole (more fire damage) also applies to cold damage if you get back the cold tag via binary system?
and is the base damage of black hole split between fire and cold with binary system?
always fire damage
yes (it adds the base cold damage as fire)
Sent you a message Mike
Sorry, you'll have to ask your question here. If it's not something you want public, please open a support ticket on our support site.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
I cant post a screenshot here Mike
that's right
Thanks. Yeah, they rolled out the new one in late 2024 https://store.steampowered.com/news/app/593110/view/4605582245626919823. Bit too late to help back in early 2024 when sharing was turned off.
They did also change that if a shared person is banned, the game owner is also banned.
If a family member gets banned for cheating while playing your copy of a game, you (the game owner) will also be banned in that game. Other family members are not impacted.
Which was definitely an issue with the old system where that didn't happen.
Mike. Look in primalist chat.
stop sending me DMs please, if I need a screenshot to answer your question, I'll ask for it.
Didnt mean to, I clicked forward message, i thought it would give you link on the server not as a private dm
Feel free to ask your question here whenever you want.
Yea, I think these all sound like great updates to the system. I'm just not sure what was the primary reason for the change.
Mike. ETA on visual clutter improvements?
Reducing visual noise is quite often the reason behind lots of little changes we make each season. So it is constantly being updated.
Tornado?
No details available. If you want us to consider making a change, head over to #suggestions and let us know about it.
Any insight to what decides if traversal skill is given speed scaling or not?
At first I though it might have been limitation on older leap style movements like leap slam missing it since newer ones like dive bomb spear slam have it but I noticed volatile reversal was also made into non-scaling one.
Purely balancing thing then, no tech limitations?
I would have to double check but it's probably just looking at if they are fixed distance or not.
Are patch notes updated in steam yet? or are they posted somewhere on the forum?
yea, link in #news
Hello. I was wondering if a serialized parsable version of the skill trees, passives, etc. were available anywhere. I wanna try building some tools but it seems that the data isn't as accessible as it is for PoE or something
They definitely have the data but I can't find an export or a dump and they don't seem to have a github
that access is only given to certain sites
Fair enough
what does that mean exactly?
the spell's base damage is 60 cold. if i have +40 flat adaptive spell damage, that would be 100. with binary system, would that become 50 cold 50 fire, or something else?
We don't have a data dump that we make or give out. Any sites that have this data are doing it manually themselves. We do give out early access to (I think unplayable) game builds which are designed to give these sites some time to collect the data before the patch drops to update their sites early though.
at 60 base cold damage with +40 spell damage and the binary star node, you would be dealing 80 cold and 80 fire damage
Can we get fix for golem and abomination not attacking issue,its been almost a month,why cant it be fixed by now,it makes those builds unplayable?
I'm not sure what might be causing the issue off the top of my head. It's possible that maybe the issue is not consistently reproducible and we're looking for more data still. It could be something else entirely too.
thers video proofs on bug sections on forum and many players saying sane issue,u can even google it and ai will tell u about it and whats cousing it,so even ai knows all about it but nobody on le team has that issue?
No, I'm just not involved with bug fixing these days so I don't know what's going on with them. We don't have individual public bug status information. If it has been reported via our in game bug reporting tool then it is in our system. I was just giving you some general reasons why a bug might not have been fixed yet. Nothing to do with this specific bug.
So do Caustic Concoction, Lasting Sickness, and knowledge of immunity lliterally do 0 if you fire convert acid flask?
Knowledge of Immunity mentions that it changes. For the other two, yes. They only mention they'd change to Frostbite if Cold converted. Explosive Flask node Fire conversion does give +100% more damage to make up for losing the DoT.
got it ok thank you, im an arpg player so I don't read obviously
Hello
Is the change to weaver idol 2 slot resistance affixes, making it exactly the same amount as the 1 slot intended or not ?
If yes, why the nerf wasn't announced and why did you nerf it? Do you want people to use one 1x1 weaver idol ?
I'm not sure, sounds very odd to me. If you think it might be a bug, please use the in game bug reporting tool [F8] so we can investigate.
Hey Mike, was Instrument of the Alchemist being abused in some way that warranted the nerf from 100% chance to 10% chance? I mean 100 may be quite high, 10 also feels quite low. I left feedback already don't worry, just wondering if you were a part of those conversations / decisions and what the general idea was behind the nerf?
For context, I like the idea of self casting traps and acid flask was a nice damage boost to that, but now for Single Target at least, the trap/flask build I usually run every season feels a bit dead now.
Having the clearly best way to use Acid Flask being use Explosive Trap, doesn't fit with the intention of the node.
Can confirm that Flask node hits like an atomic bomb lol
On another note, with the most recent patch changes to conversion updating sheet dot chance, I would like to know if that means these conversions now apply Passives that read generic chance to inflict DoTs such as Witchfire reading your Ignite Chance with Fire Skills?
(I’ll test regardless when im off work but this might be quicker thanks
)
are there other good ways to use acid flask besides just explosive trap and shift?
Ideally by pressing the acid flask button.
I see, I mean I agree with nerfing it to a chance vs being 100% like before, totally. Its like why would you ever even consider using acid flask, just use trap and you get acid flask for free. I mean like, down to 10% though, vs like 25%.
I don't think it changed any functionality but rather just the display of what was already happening. I'm not sure though and I can't check right now. (in a big reimport)
You're welcome to let us know that you think it was too harsh in #feedback
I did, I was just curious if it was exploited super hard and you guys tested different percentage chances and thought 10% was the most balanced is all. I'm not for one way or another, of course I'd like to be more powerful, but my question was more aimed at the internal testing results during the development of the nerf. I suppose maybe my question isn't really that important, nor would that be something you might know off the top of your head lol
Yea, I don't know the exact stages that one went through. It would have been flagged for needing a change, someone would have proposed a number. It got debated, set to something agreed upon and tested. Loop until happy.
fair enough ok just curious 🙂
Also another question, contamination node in acid flasks mentions that it can be converted to cold shred if the skill is converted to cold (I assume through the unique) but that excludes fire conversion from the explosive flask node on the tree?
If so, that means you couldn't run alchemists gift as fire without effectively losing 3 points in contamination?
well you don't really lose them but they aren't very much use.
I added "effectively" to appease the semantics 🙂
Explosive Flask is just converting the physical component to fire so I'm not sure why it would convert the poison shred to fire shred.
I don't necessarily disagree with that. It only feels wrong since you basically waste 3 points if you wanted to run fire flask traps but yeah. The solution if ever implemented to allow for that without wasting points would probably to move the trap node instead of converting poison shred to fire. If you converted it, you'd basically make the armor shred->fire shred useless so yeah I don't disagree with that.
I will say, sometimes it does feel weird for skill damage conversions to not convert dots/pen/shred nodes too, but in this instance I would say that it is warranted and correct given that fire shred IS available in the skill tree
Just wanted to say thank you guys for fixing Flow not proccing on DB and Falcon Strikes, I couldn't stand those "pros" with their 1hko uber kills, big kudos to you!
I would like as a side project to build a small tool to do an approximate dps meter when hitting boss dummy.
Would a screen reader that just look at the dummy hp bar be against tos ? I would guess that a program trying to read it from the memory would totally be against ?
Curious as to what expectations weren't being met for the Ultimate Edition's Temporal Guardian armour? The new one doesn't really look that different from the original and at least in my opinion the old one was fine.
Both would be
Especially if used in online
In offline it's a bit more of a grey area since while they'd be against the EULA ehg have said they don't have plans of hindering offline mods
(btw it's honestly really easy to estimate your dps on dummy by just recording it and timing it)
Yeah that's what i'm actually doing, but i would have loved to have a way to "automate" it.
Didn't expect an external program that read data like my eyes do and just do the math for me be against it 🤔
I dont know if its a bug or designed that way.
When I specialize into Nemesis and Rune Mages to spawn in Tombs & Cemetries, I do expect them to be there. But sadly its almost never the case. Its only the case if the Tomb or Cemetry is a randomly found one AND the monoliths quest has nothing to do with "kill rune mages" or "clear the nemesis" and only then I am able to make use of this spezialication.
In order to unlock Mage and Nemesis spawns in tombs, I also have to put points into "increased Tomb & Cemetry spawn rates in my echo web". Essentially any Monolith I run that has the Tomb visual will not have these weaver points active, but I have to spec into making them more frequent, that is so weird.
I can see why it wouldn't work on custom spawned woven echoes, but not on those random generated ones?
It's a bug. Really, anything that you feel doesn't do what it says it does is a valuable bug report, regardless of design intent it means something is wrong. Definitely bug report it with F8 if you haven't already.
Quick question regarding the #tooltip-hunt channel -- is anyone from EHG actively reading stuff reported here? I have posts in this channel as far back as April 16 2025, where the typo still isn't fixed. I know typos aren't super high priority.. but they're also really, really easy to fix. Is an entire year not enough time..?
Yooo just wanted to say you guys rock, I tried so hard to play shield throw this league but for void/time rot but it was super frustrating because of the conversion, now I can come back and full send it. Thank you thank you thank you haha
How easily are string typos fixed in LE? Are they externalised and What sort of QA do they go through? Could you use AI to fix the English language typos or are there policies which prevent it?
It depends wildly. Some are incredibly easy, others are a lot more tricky. I wouldn't trust AI to touch anything like that at all. (I'm whatever the opposite of an early adopter is though when it comes to AI)
They probably just don't get prioritized enough against larger bugs.
A level 38 Rogue just killed Uber Abby...
Is there going to be an official statement on the balance, or just continue radio silence?
Anything that depends on or reacts to the game state is not ok to use.
Only my last reply when that was brought up.
The chakram node in shurkiens 100% for direct/50% non direct - if a shadow throws a chak is that still direct or is it halved?
Direct means that you pressed the button and it directly happened. Your shadow uses it as an indirect triggered effect.
Haha i was hoping because I pressed the shadow button that would also count - dang, that was a fun build last season ahwell RIP to that one too lol
Lol what shadow button
is it intentional that different coloured lizards no longer have different coloured minimap icons?
Does the physical penetration from the colossus buff in shield throw get converted to fire (or void) with damage type conversion (Magma Shield, sentinel affix, etc)?
copy that 🫡
Should do I believe
can i drop set items from prophecy that require lvl higher then my character ?
Yes
Do Void Rifts (from Devouring Orb) gain "More Damage" when something dies nearby, or "More Hit Damage" (as in, excluding ailments)? The skill description is written as if it's "More Damage" but the skill node "Soul Eater" (which both references and interacts with this mechanic) is written in a confusing manner.
Fix tornado
If you think you have found a bug, please report it ingame by pressing f8
The rogue affix " +x% chance to gain Dusk Shroud when you use a melee attack that hits"
Does that mean you have to directly use the skill or it can be used with procs?
yes
Yes, on which part? the directly or the proc?
or it doesn't matter?
you have to directly use the skill
Man I thought I was misremembering when I came back to the game and the lizards are all yellow on the minimap
When will warpath be fixed? still stops spinning. after 3 failed patch just revert warpath to how it worked in previous seasons.
Only going off of what I've seen on reddit, twitch, forums and discord, I thought it was fixed from the reactions I've seen. If you're still having issues, please submit a bug report in game using [F8] so we can investigate your situation.
also make sure you are on the latest patch, esp if offline
Cemetery objective is not reachable for me since the latest patch, im offline. Is the team aware of this?
Have you made bug report?
if yes, then they are aware
if no, then there is a chance they are not aware and you should make a bug report
I get an error when i try to submit one, "unexpected error"
With the Lava Burst conversion changes, does it make Vitality scale damage now like all other void skill, or is it still Attunment?
If it is Attunment, can we get it swapped to Vitality with the conversion? Seems silly to have a stat we won't stack on VK to do all the scaling then.
Is it possible to make players immune to damage when the Blessing Menu shows up or make it so the Blessing Menu doesn't remove control from the player?
Are you guys aware of this being an issue?
For items that summon minion (like the offhand that summons a T-REX) would you allow us to use pet illusions to hide the original model. He is so big, I would really like him to look like the rest of my undead army!!! It would only be for appearances.
You never cast Lava Burst on ricochet, the shield does. This means that any attribute scaling has already been applied when you threw the shield.
Not without introducing very significantly larger issues.
Size does have mechanical implications so a visually smaller version does change functionality. It's possible that we could add something that shrunk it but it would need to be granted through a mechanic and not the appearance system. If you'd like to see us consider adding it, please make a post in #suggestions .
If you're in full offline mode the bug submission doesn't work. You can still play offline characters while logged into the game through steam. In order to submit bug reports in the most effective manner so they are looked at, I recommend booting up not in full offline mode to submit the report. You can also submit on our forums but that doesn't go direct into our bug tracking system backend.
is this not already a thing? Whenever I open the character pane in the blessing menu I have 100% less damage taken
are Idols additive or multiplicative damage, since it says increase: base dmg x (sum(all increased dmg sources))?
Additive
More is multiplicative
so how is it calculated as formula?
you posted the right thing in your question. I think a more in depth example is in the game guide under I think damage maybe
okay than more damage would be base dmg x (sum of increased dmg) x (sum of more dmg)?
do you mean right after you've killed all the enemies and there is no way to abuse the system because everything is dead?
close but more damage is multiplicative with itself so it's base x sum of increase x more1 x more2 x more3...
ty
here is a really good resource:
https://www.lastepochtools.com/guide/
Then the game has an error showing Attunment scaling for the skill even though it has no connection to Attunment on the tree or inherent skill for Shield Throw.
Does this mean hit scaling is incorrectly getting applied then for flat throw scaling for it as well? IE. Sigeon's adding flat scaling to the skill with reflect. Same with the Block % hit scaling from the other nodes on the top left of the tree?
Just confused because I thought these never scaled burst and that you had to go Attunment as a Pally for scaling burst with flat spell, fire pen, fire damage, and Attunment.
Without this change conversion to Vitality it still seems way worse then and out of place to have improper dead scaling for a secondary skill vs. what you stated the scaling is.
Just curious if that was really the issue as well for truly pushing scaling was having a dead stat too.
This is just how the skill system works. If you were to be able to cast Lava Burst, it would scale off of attunement.
No, it is working correctly.
We generally try to have any subskill display the same attribute scaling as its parent skill to avoid this confusion but sometimes a skill can be triggered by multiple skills. I don't think that's the case here but I'm not sure.
The only non-specializable, triggerable skills to not inherit attribute scaling are Fire Aura and Burning Daggers. (We might have some others but I can't think of them off the top of my head)
So a change to Vitality scaling from the Void conversion probably won't become a thing then?
the source of the void conversion would have to introduce it
Sadness, I will probably put that in suggestions. It should, that would be nice for VK then.
How does the kismet effect on Scissor of Atrapos work for a skill like Shadow Cascade that is both Melee and Throwing?
Little more about the caltrops I asked during stream.
Since caltrop doesn't have any innate attribute scaling does it inherit Dex scaling of the skill triggering it (net, bladestorm, aerial assault) or work like fire aura and not inherit it?
Would nodes on those skills that for example say" Net does more damage" get inherited to the caltrop spawned by that skill?
Would only work on the throwing component of shadow cascade but yes
Okay so does one direct activation provide 1 stack from the melee circle and then immediatly consume that one stack from the dancing daggers throwing portion?
It's like fire aura
I don't know anything about fire aura? I noticed you guys have been mentioning it some though, should I just read up in the chat?
Afaik the first cast should generate a stack and the second cast should consume it and generate a new charge. I can test in a bit though
Basically fire aura isn't a subskill of whatever casts it so it doesn't get the scaling from the tree of the skill casting it
Same with caltrops
And technically storm bolts
oh wow, so only passive points and gear effect those, not the nodes of the skills casting them
Usually yep
They usually will have dedicated passives or will get specific nodes in certain skills that scale them
oh oof thx for the answer, if caltrops has no attribute scaling I guess the build using it as main dmg is dead in the water
Someone asked in stream if caltrops behaves like burning daggers and fire aura and the answer is yes it does. Sorry, no idea who asked it.
Caltrops are a subskill, so yes they get the dex scaling passed down to them (well, the ones from AA I'm not sure on since that was recently changed). Yes, all applicable modifiers on net apply.
@crude plover this one is not like fire aura
Didn't mike just contradict that right above your message?
He might have, but I have tested it and it does receive net's stats
Huh interesting, Maybe it's a case like storm bolts where caltrops share nets tree, but I'm surprised they get the attribute scaling somehow since that's not really part of the tree
They don't benefit from your dex or any skill tree nodes when cast by AA, only the things that specifically say they affect caltrops globally.
The caltrops cast by net behave exactly as a normal subskill of net, just with the benefit of global caltrops nodes from AA.
(I have now re-tested this just to make sure it's all correct)
Is there a good spot to find info about the order of operations when determining if a hit happens?
Like does it check Dodge > Silver Shroud > Parry > Glancing Blow in that order etc.
Silver shroud basically just puts your dodge to 100% and remvoes the stacks when you dodge, so they're in the same place, then comes parry, and then stuff like block, glancing blow etc
the order doesn't really matter outside of dodge coming first
How does that work with the idol effect 'chance to not consume silver shroud' like it would be cool if it checked your normal dodge chance first and then if it missed it would still dodge and check to see if it consumed the silver shroud
No, it doesn't care if you would have dodged or not if you didn't have silver shroud
it acts the same if you have 0 dodge as it will if you have 80% dodge
Are corrupted (sealed) affixes on legendaries supposed to count towards lp in gauntlet of strife? seems a bit odd to me
Can you place items from unique sources such as timeline boss uniques, harbinger only drops/ or whatever boss exlusive uniques and/or even primordial uniques on the woven tree?
You can but they won't drop them
They'' drop "similar" items
but never the boss unique
ah okay, thanks
I would assume regularly dropped uniques can drop more often though?
yes the more common a unique the higher the chance the imprint drops that specific unique
great, ty again!
Sorry to flood with more questions I have 1 last one for now, the level 10 COF node states that bosses have 150% increased drop rate for any specific rewards they have, would that functionally mean an item with a 10% chance to drop becomes 25%? not counting any other modifers such as corruption?
No basically what it does is it acts like you killed the boss twice, with a 50% chance of acting like you killed it three times
oh okay that still seems really nice, thanks
yeah it means that the bosses can drop more than one of the more common drops sometimes (possible to drop more than one rare drop too of course but that doesn't happen often as you can imagine)
idk tbh I was just tryna give some info
I think caltrops is not a subskill of anything. From what I can tell it is independently indirectly cast by the player. The mutator for it sits on the player.
interesting, I was the one who asked, so it is bit of a special case if it does have dex scaling when it happens through net but not through aerial assault
*(did bit of testing myself too since it was so odd.
Caltrops is affected by Dex and Net nodes like 'net has chance to bleed' and 'net deals more damage' when using net and caltrop spawns.
When using Aerial Assault or bladestorm's blade detonation to create them caltrops does not scale with dex or with the nodes on the trees that don't specifically mention caltrops.
Net is the exception between these three)
i have 100% increased attack speed ih my character sheet , is that means my hit rate is base weapon ias ( 1.2 ) x 2 = 2.4 attacks per second ?
Yes, but you also need to take into account the skills base rate
What’s your fav color?
I don't really have one honestly, also this channel isn't for asking us moderators questions 
oh yea, I read the script wrong, net does cast it and feeds in the player's mutator so it will inherit net's scaling. (that's very new tech)
no it is a subskill because it gets cast by net
oh
but caltrops from other sources wouldn't scale the same correct? sorry I think I might be overcomplicating this in my head
this is gonna get real confusing. TLDR up front here, it gets everything.
So usually when something creates an ability the thing that does the creating mutates that ability which changes the ability to align with the specializations you've selected and effects you have from gear. If this is done by the player, the attribute scaling happens and all the player stats are passed down. If this is done by another ability (we call that a subskill), it just inherits the stats from that skill and the mutator sits on the parent ability object.
In this case, the ability is doing the casting so it inherits the ability's stats (which in turn mean it gets the parent's attribute scaling because the parent has already converted those attributes into stats). However because we know that caltrops can have individual effects from multiple sources, we need a centralized mutator to store and apply all of those effects regardless of where it is cast from. So the player has the caltrops mutator on it and when net goes to create caltrops, net uses the player's caltrops mutator instead of its own (net doesn't actually have one because that would be a waste).
This results in caltrops from net getting all of net's stats and also all of the caltrop effects from all over.
This process of feeding a specific mutator into a different ability object constructor is brand new.
ahhh
So it's kinda like storm bolts but instead of just sharing one tree with a normal skill (gathering storm for storm bolts) it gets stats from all over the place
and is also a sub-skill on top of that
yes? maybe? I'd have to check to make sure but the timeline on that being made would make sense for when we added this.
That's pretty cool, hopefully we'll see more of it in other widespread sub-skills like icicles in spellblade (even though in reality they're not widespread and each source is it's own distinct sub-skill currently xd, that being ice shard and ice spike)
Very interesting, thanks for the explanation! 
Sounds like caltrops has the tech that fire aura and burning dagger wish was around when they were being set up.
very much so yea
I am always diconnecting ... what chn I do to fix that?
can false temple or dead forest generate with a tomb?
can someone explain to me why i cannot disable controllers in game, i can't out and tab of the game bacause it start using my shitload of controllers from the sim rig and im gg. and why on earth would it disable my mouse when it detect a controller. if you have a simple gamepad ok, i would unplug it and thats that, but when you have wheel, pedals, shifters, handbrakes and other stuff im not unplugging 7 different usbs just to play the game. the workaround is to disable them from the steam properties, but then after alt and tab it start to use them and everything is f****d. it defenetly should not be like that
Let the devs know you want a feature added to disable controllers in LE by posting #feedback or #suggestions The format for those channels is:
Title: [10 character minimum]
Feedback: [50 character minimum]
The posts in those channels are collected and reviewed by the devs.
As a work around, here's a couple of ideas so you don't have to unplug all the controllers: 1. Use a program like HidHide - it's on github - which lets you hide the controllers from LE, 2. Use a PowerShell script or batch file to disable/enable the controllers, 3. Use Device Manager to disable/enable the controllers.
I also looked into Steam Input and didn't immediately see a way to have Steam Input disable the controllers, but that may be an option as well.
Hiya! ^^
So Carrion of Creation has four explicit stats on it:
- +(100% to 157%) Chance to apply Bleed on Hit
- 100% of Ignite, Frostbite, Shock, Time Rot, Damned, and Poison Chance Converted to Bleed Chance
- When you kill an enemy it has a (25 to 47)% chance to explode with Primordial Blood dealing physical damage to others around it
- Primordial Blood gains (37 to 100)% Chance to inflict Bleed on Hit per stack of Bleed on the enemy killed (up to 20)
Out of those four stats, are there any that can be inherited by Manifest Armor / Forged Weapons (with Phantom Grip)?
(I think I remember you saying here, a long time ago, that a general rule of thumb is that only stats that exist as shards can be inherited, but I think I also remember Maehlin's Hubris's bleed-to-ignite conversion being inheritable, so I thought I'd ask just in case Carrion of Creation's ailment conversion also works ^^)
Also, a similar question: do the following effects, which increase the legendary affixes on Weaver weapons, get inherited by minions?
- Orb Weaver's Fang - "Stats on this item are doubled for 3 seconds after hitting a boss or rare enemy that is at low health"
- Weaver Set - "Legendary affixes on equipped Weaver's Will weapons have 50% increased effect"
Destructive Intensity on Chaos Bolt's skill tree says "whenever you cast Chaos Bolts you gain a stack of Destructive Intensity". Is this supposed to work with indirect cast when not specified to be direct cast only?
There's some previous posts here and above that talking about it #👨┃ask-the-devs-not-support-no-bugs message sounds like if you have a weapon with say ignite chance and Phantom Grip ring, then yeah the ignite is converted to bleed for Forged Weapons with Carrion of Creation
Ah, I hadn't found them, sorry ^^ Thanks a lot for the answer!
Hmm, this really make me reconsider my alter and weaver rolls then.
I currently have an alter with +68% to weaver affixes and 15% (25.2%) chance to not consume silver shroud.
I thought I was getting more value out of what I was doing.
Given your description this 25% chance seems like maybe I’d be better off to go with a different weaver enchant on my idols and target prefixes for the alter. I mean if I kill it faster it can’t hit me when it’s dead right lol.
Yes, "when you cast" should always require direct, anywhere it doesn't is the exception.
1 and 2 can function on minions
Pretty sure 5 does not work, and 6 definitely does not work since it's a set bonus and there is no way for minions to equip (set) items
Yeah I'm almost certain the only things that work in the list are 1 and 2
Alright, thanks a lot! ^^
hey guys, I try to find a way to search for a xx/t7t7 Item by lootfilter. I cant find a way to specific filter for 2x T7 Suffixes. The only way by now is to select all suffixes on my own, based on my knowledge about the affixes. is there any better option or can we get some
LE-52 error Anyone know fix to this?
you can put all the affixes (or just put none and it defaults to everything iirc), put min level 7 then put combined level 14
this will result in an item with 2x t7 affix and 2 free slots
but i want 2x t7 suffixes
ahhh alright, yeah right now I think you'll need to select the suffixes on your own, at least that I know of 🙁
yes, and this is not comfortable for new player, entering the end game. there is still some option missing here, some important one
in the best case affixes are "marked" like suffix, prefix, and so on
if we look at the name I suppose they're kinda distinguishable, the suffix would mostly have "of xxx", but still need to be entered manually
there isn't a way to do it
I have a rule that shows all 2xt7
and 1 that shows all exalted with the right affixes
so i do not loose any possible good item
then you must use runes to turn the 2xt7 in what you need
And in case of EQ - Fury of the Elements: "Casting Earthquake expends Storm Stacks over 0.5 seconds." Does that include eq cast by naturalwrath idol?
Yes
Is there a list of which woven echoes can have a tomb / beast side area in them? Like I know the forgotten fortress can't for example
You won't find it here, but you might find it at Tunks
https://lastepoch.tunklab.com/
Nope 🙁
from EHG's perspective, do the corrupted attributes align with specific gods? like Lagon kind of fits for Apathy, and Rahyeh sort of fits with Rampancy. Madness kind of fits with Majasa after her encounter with Apophis in the campaign, but Orobyss also fits with Madness. But I'm wondering if that's intended, and if EHG agrees with any of those mappings or has thoughts on who represents Brutality and Guile and which of the 6 gods gets left out if so
Wtf is up with Omen's Veil? Why is it soooo overtuned?
Because it's pinnacle content with pretty massive rewards (let's you sustain chains)
The prison fight was meant to be between normal Abby and Uber Abby, and since it drops from veil it should also be pretty tough. The difficulty is also pretty build dependent as with all content, previously we haven't really had challenging content where builds with great clear excel, this is pretty much the first example. So if your build doesn't have great aoe damage it might struggle with it more.
Is it intended that chill immunity doesn't work against Aberroth's chilling waves? I feel like chill immunity should make me immune to being chilled, whatever the source. I invested quite a lot to have that on my idol so i don't have to worry about the waves slowing me down
Yes, the chill (and actually pretty much all ailments) that aberroth applies aren't the regular kind, its an entirely different ailment
While normal chills last for 4 seconds and cap at 3 stacks, his "chill of aberroth" lasts for 6 seconds and has no cap.
also getting that affix is like 1 in 20 corrupts, if it did work vs his chills everyone would just corrupt 20 or so random adorned idols and have a way easier time in the fight just standing in the chill corner, it'd pretty much be a cheese. But if you'd like them to consider changing it so that it does work please make a post in the #suggestions channel.
I presume you're banning the bots spamming "toe" in global hence why there is new names every single hour, but is it possible to move them to a new global channel that they can be alone in?
If they could move them to a different channel they would've just banned them instead
That's what I said tho that it seems that they're being banned since there's different names. But it seems like they can't keep up with so was thinking a different chat so it takes the bots some time to realise they have been moved. As currently it seems they get banned every hour then a new one shows up and you gotta block that one again..
does the type of the surround echoes affect what type of echo chain will spawn?
No
Hi everyone, could you please help me understand this Arcane Current Passive node of Mage class. I said that it would cast Lightning Blast when we use lightning skill, but on the extend information, it show a different skill is used, Arcane Lightning. It makes me confusing. Thanks!
Do minions granted stats via items (Phantom Grip, Julra's Obsession) benefit from Endurance? If so, do they have the standard 20% base DR and 20% of Max HP as Endurance Threshold?
Hi all - I'm checking out Shadow Rend, and I just wanted to confirm that the Hidden Blades node (Shadow Daggers chance for Shadow Attack) does not apply for any attacks imitated by the Shadow (i.e. Shurikens).
it used to cast arcane lightning but was changed to lightning blast in this season, my guess is that the extended info was not updated but worry not it still casts lightning blast
if my skill have 2 base chains , and +5 additional , so total 7 chains , but in tree i have node that says "Half maximum chains" so 3.5 , that number is rounded to 3 , or to 4 ?
Usually I see the skill scale down, so most likely 3.
Talk about chains, it look like Arcane Current still cast Arcane Lightning too me, since I don't see it chains like the Lightning Blast @timid fjord
had you directly casted any lightning blasts before the proc? "it chains to an additional enemy for each time it has been directly cast in the last 4 seconds"
My main skill is Lightning Blast, so yes, I use it to proc the Arcane Current node.
just tested now, it works for me.
to be sure did you test it in place where there are more than one enemy since arcane current cannot pick same target as the skill that triggers it.
so if you directly cast lightning blast arcane current cannot target that enemy, it needs second enemy near to target.
I was able to both trigger it and have the arcane current one chain.
if you are doing all the above then I can only ask you to send bug report with F8
Do individual designers or teams own different classes? Or are they owned by one team? I'm curious because some characters have such a clear vision and broad gear/idol support while others can feel incomplete in their identity.
Sentinel is an example where the amount of void items and options for VK far outweigh paladin and forge guard. Paladins identity fits well in the constraints of the game so it functions well without broad itemization, but forge guard feels very patchwork and contradictory rather than synergistic.
I'm highly curious about yalls structure for design process, development, and validation; but I don't imagine "I'm curious" is any kind of reason to share that level of detail.
My company is leaning into a systems engineering approach for software development so I wonder about how yalls process impacts your development goals.
yes
Sick
Lightning Blast rounds up.
There are teams that will be put on a specific feature like a new skill or unique items for a season. But each class isn't assigned to a person or group or anything like that. Each designer probably has their preferences and will be more active in the conversations around those classes. Personally I find designing for Rogue WAY easier than Acolyte. I'm not sure why but it just flows. Having recently gone through every single skill in the game in detail, I found it really interesting to see where those gaps are for me.
I think FG struggles to find a clear identity because of how it came to be and we recently had a meeting about that actually.
nodes like "Lightning blast deal more dmg" in Lightning blast tree also affects to spark charges ? or works only for LB hits
Is there anything you can share about some of the issues with forge guard yall identified? I imagine solutions are a ways off but the dev side perspective would be neat.
How did it came to be anyway?
The only one that works on Spark charges is this one
is this right about nemesis: "with higher corr u have a higher chance that its already an exalted instead of rare. but if its unique or not is rnd" so if its an exalted or unique is not based on corruption (item rarity)?
The items at the start of the Nemesis are affected by Corruption
Every time I start my game, Chat does not work, I have to exit the game, verify files via Steam and then it works, what could be the issue here? Corrupted files? Game not saving files properly?
someone pls help...cant logon
Sorry, this isn't a support channel. Please try the usual things like turning it off and on again, verifying game files etc. If you would like support, please contact support directly.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
I would check that your video card software isn't overwriting settings and that the settings file isn't sitting in a cloud save managed folder like one drive that might be full.
If you need help, please contact support directly.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
I think it actually has really strong theming but the mechanics don't function as you would hope to back it up. That disconnect moment where it doesn't deliver cuts itself off at the knees.
Animating gear has insane implications given the wild combinations of gear that can exist. However, with how all the best item mechanics are implemented, it's not rally feasible to make them all compatible. If we did, it would also put a huge tech debt on future mechanics to work out of the box.
Lots of those mechanics were implemented with the knowledge that they would only every exist on the player and maximums were designed for performance purposes with that knowledge in mind.
I think my personal wish at this point would be to start marking specific highly interesting mechanics to be "forgable" or something like that where they could individually be implemented. I feel like it would start to fall into place a bit more.
Also possibly really making them the best at making gear. Like having a FG class requirement to some gear that you can only make as a FG.
Getting conflicting reports that this does in fact convert to lightning pen... any chance you were mistaken on this?
Anyways a chance. Pretty sure I looked at the code for that one. It's possible that it was changed on another branch. It's also possible that the conversion happens after where I saw it.
@placid plinth hi mike ! is me again after 1 year almost
"Please change the affix: "Chance To Create An Aftershock Under A Nearby Enemy On Melee Attack" to be "Whenever you hit an enemy with a melee attack, you have a chance to create an aftershock under that enemy.""
this has been finally changed or not yet?
It has not been changed.
Because you can hit many times with a single melee attack and doing so would require a dramatic reduction of the chance to trigger. This would mean fast attacking abilities which hit few enemies like swipe would roughly maintain their current trigger rate while slower, high mana cost skills would be hit pretty hard with the nerf bat.
cant be implemented to at least maul passive point via werebear form ? like while being in werebear form upheveal can trigger aftershocks, but the aftershock cant hit the same enemie twice ? for avoid shotguns effect, or without breaking any other skills that use aftershock
Can do all sorts of things. If you want us to consider implementing something, you can make a suggestion in #suggestions . That's a completely different node/affix though. You're asking for x% chance to cast upheaval when maul hits an enemy. Feels like the chance would have to be pretty low in general.
Nothing asked for in this channel gets logged.
oke, will try again next season or year. ty for reply tho
I don't understand why you don't want to try now.
because i tried last year, and nothing changed. lul
OK, I just checked and last time you asked, I told you that we wouldn't consider it unless you put it in #suggestions . I can't find anything from you in that channel. I'm sorry if I haven't been clear enough. Asking me about it here doesn't count as asking for it. It has to go in #suggestions in order to be considered.
fuk, i thought i posted it there
Just a note for me in a year from now. It's still not there.
does the aftershock triggered by melee attacks still receive brutality bonus?
my lightning blast do x5 more dmg in close range , ima 30 minutes looking on every skill tree node , and cant realize why, some1 help pls
Why are their broken key prophecies? They don't seem to do anything according to my extensive 1 result google search - also why do arena key prophecies get so many more as a reward compared to normal dungeons?
You won't find info about broken key prophecy here. It is too closely held a secret.
It is like KFC recipe
Someone somewhere says they know but is it really the thing? Do the groles even know what the keys do?
Lol fair enough! I did see it was mentioned as an easter egg too. I just corrupted a dagger which I had re-rolled (did about 40) had a max -6 mana cost for det arrow, hit max rolls and it somehow updated everything to max but reverted -6 to -3 (yes reported a bug)
my mate just said it might be coded in a way where the 'max roll' corruption might consider -6 worse than -3! can any dev comment on that? on the dagger it's shown as -6 to -3, if thats the case can you hop on and revert my dagger please 🙂
Does bladestorm's blade detonation get converted if bladestorm is converted? Do the caltrops and shadow daggers they create get converted?
That happen to every negative values rolls
The value of an affix is coded from 0 to 256
0 gives the small value (here because it's negative the smallest it - 6)
256 gives the biggest value (here - 3)
When the corruption set everything to max, everything goes to 256 > you get -3.
It is technically the max roll of that affix
Technically? Lol! Technically it junked my ring as you can't play the skill without -6 on each dagger so they should really consider some kind of work around for that because maximum generally means "best" and -3 is most definitely not the best 😛
You know the drill
#suggestions
is using ahk to auto hold down buttons bannable?
#👨┃ask-the-devs-not-support-no-bugs message
if you need a more specific answer about terms of service, mike would tell you to contact support at support.lastepoch.com
This is bad code BTW,nihilis max rolls 20% ward health loss which is bad not good ,same way ocearon gives 2%less damage and not 4% an oversight call it damm shame its maybe gonna take months for it or never to be changed.
I could fix that in 5 min as a dev
You know the drill
#suggestions
Note that I agree with you
Thanks already was posted
Hello is the the passive in the VK Anomaly (Quicksand) bugged? or working as intended?
Create a rule for an Item that has 2x T7 Suffixes with random prefixes. Only T7 suffixes in an instant without clicking on all suffixes in the affix table. Because if you try to click on all suffixes, you need to know which affixes are actually suffixes.
When you have a skill "Damage increased by wielding a dagger" let's say 100%. Since you get this "generaL" increase does it actually give 200% because it increase both physical damage and melee damage for a skill that has both Physical And Melee tags
No
The Woven Tree Node "Rewritten Reality (or any else) which excludes rewards on Echos, say "Echoes you discover". But does this count for echos that I place by Cemetries - like shrine maps - too? An example: I block keys, glyph, gold, experience for my "discovered" echos, there is a high chance for shrine maps (woven) to have runes as a reward type and a 0% chance to have keys, glyph, gold, xp?
Still having Internet and Cnnection problems ... can someone help me ? any easy fixes I can do without destroying everything ?
Try the things listed here https://discord.com/channels/368953963267096586/1230894608406413412
I there any chance COF can get prophecies for altars???
guess no, since they are corrupted and uniquie drop by omens. would make this kind of random encounter useless
so what, they added weaver idols eventually. Maybe the have COF rank effect them? Anything that would help would be nice.
channel feedback and suggestion
Do all subskills convert their damage if the respected skill is converted to a different type? for example does maelstrom's tsunami subskill become physical/necrotic if maelstrom is converted to physical/necrotic?
Case by case, some do some don't
Not sure about tsunami
Good example is shield throw's lava burst. Until the previous patch lava burst would have stayed fire. Even when shield throw itself was converted to void. But now it was updated to convert together with shield throw.
It is going toward "every converts"
Tsunami does convert to physical
I haven't tested necrotic
I would assume it does
testing example: try to convert maelstrom to physical with basic items which grants freeze rate multipliert, then tsunami will freeze enemies. if not, its physical. but yeah a tooltip add would be nice
I've been told bugged (not by EHG):
Cycle of Decay in Anomaly doesn't work at all, and Quicksand is roughly 10x as strong as the description claims (multiple players have been reporting these nodes as bugged for over a year now; not mentioned anywhere in any patch notes 🙃)
will we see an announcement about winners of void pets today?
In terms of data...
Do you know the percentage or actual number of CRITS for temporal sanctum crafts?
I would be very interested how much crits there actually are when crafting lp2+ items 🙂
Didn't know there are stats for this aswell, but like a real number, that happened to the palyers since the start of S4 or something, some muffin data...^^
If I imprint 2x the same Woven Map in Tree, do I get the doubled chance to spawn them in my echo-web?
For lethal concentration, does the minion poison leech occur for the duration of the poison?
The leech happens when the damage happens.
I would assume so but you asking is making me question it.
no, we don't have that data tracked
I hope so. I'm really not sure when that info will go out. Might take some time to get everything together.
Edit: looks like not today
We've been told in the past that they both add their weight to the pool, so it gets doubled weighting. It's similar to doubled chance, but not exactly the same.
Well bina made a video that having same echo doesn't do anything really,would be nice if there was a definite answer to this. His info based on tunklabs.
This is the dev response I was referencing above:
#👨┃ask-the-devs-not-support-no-bugs message
oh btw...
watched the stream from friday... what did you do with your gear Mike? 😂 👉 
Corruption is hella fun! 😁❤️🔥
Glad you enjoy it too
When the effect happens the dots get a speed multiplier that basically makes those dots move through time faster. I checked it by artificially cranking up the total duration of a dot and applying it then speeding it up with anomaly. It's getting the correct time multiplier and when I checked how fast it was going against a stopwatch, it was behaving correctly.
It's possible that the damage calculations are bahaving odd or something but the node appears to me to be working exactly as expected and written.
Edit: Cycle of Decay however doesn't look like it is resetting the percentage of total damage dealt by the dot when the timer resets so the total damage the dot does is not increased by cycle of decay.
This is old info though I agree it makes sense what he says but now doesn't seem to be the case that much
so, I'll take that as the leech occurs on each damage tick of the poison done by the minion, until expiration 🙂 thanks
If you think it's bugged, please make an in game bug report with [F8]
Question, I am a warlock, and I have a target i am fighting; If I have applied a stack or several stacks of bleeds or poison or whatever other damaging ailment on my target and I then use profane veil with the node that gives me more global DMG. Will the ailments i applied before veiling do more DMG while I stay inside the veil or are they snapshotted and calculated before? As in, is the dmg dynamic?
I hope the Sentinel gets updated for next season. I'd love to play as a shieldbearer, but I hate having to play as the Minions
I think the foundational way to think about this is if you shoot a fireball and while it is in the air you get a damage buff, would you expect that fireball to update mid flight? Hopefully not, because it won't.
Ailments are the same, once they have been applied, becoming better at applying an ailment doesn't update existing ones on an enemy.
Damn uhmmm. It makes sense. However, in the case of, lets say, a more warlock classic, fissure, if i put my fissure down then i do that, will it not deal more dmg still? otherwise i can see how there are not many situations where you will find this global dmg useful other than within doing damage with the veil itseld and the little balls, forgot the name
Neat, if you'd like more than just me to read that, please add it to #suggestions
Do values on idols mods get rounded when boosted by idol altars or do they have decimals?
Depends on the affix, but most numbers are decimals and are just rounded only visually
Hiya - on wings of discord do the double stats work on weaver enchants or just base idol stats - also the idol layouts say it increases the stats by 20% does the affect double the total value post extra %?
tyvm for the reply and testing sir ❤️
Hi Mike, is there a corruption level the team is balancing around when designing? We've heard about 300 corr being mentioned, is it true/still true or has there been any changes now that we're approaching season 5?
Basically the same answer as Mike said for Ailments. The fissure itself & Flame Whips for instance won't. Anything that will re-apply or overwrite itself such as Witchfire can get the new bonus for its duration.
That oversimplification came from a really unfortunate phrasing I said on stream like 2? years ago. I have corrected it dozens of times but it never sticks. 300 is a corruption point that we do consider when looking at balance. We also consider the whole rest of the spectrum of levels and corruption, from lvl 1 to thousands of corruption. I still think that 300 is a reasonable point for people to consider a thoughtful homebrew build successful. It's also the point that some of the last woven echoes open up and you're looking at Aberroth.
It's only "double" if you have no other sources of "increased effect of stats" for your idols. It should follow the normal phrasing for additive and multiplicative combinations of stats. If 2 things say "increased" they are additive with each other. If either and/or both say "more" then they are multiplicative with each other.
Wait, so if I use a idol layout of any kind that adds an increase of stats then the stat on wings of discord won't work? Sorry we both know I'm not the sharpest tool in the shed lol
Thanks for clarifying! I did hear some mentions that it was a misunderstanding/taken out of context but couldn't trace the source, hence me opening with if it was true at all. Glad I can finally refer to something when this comes up again.
Now that we're getting a new uber-level boss soon with the expansion (season 6?), changing uber-level from a single "final target" to a "series" of enemies, are there are shift in balancing targets? I.e., balancing power-level around reaching uber-viable levels.
It's just that 100% increased isn't necessarily "double" if you have other sources of increased.
start with 100 health
100% increased = 200 health = double
start with 100 health
already have 20% increased to 120
add in 100% increased takes you to 220 because the 100 and 20 are additive and end up just being 120 together. 220 is not double 120.
Oh sorry haha - ok so i'll get 100% of idol effect from Wings then the layout say 20% is on top of the original idol stats, not the combination?
well no because they will still be encapsulated by that spectrum that we already consider
if they both say "increased" you add the numbers together and then apply them.
if any say "more" then you calculate them individually.
base x (1 + increased_1 + increased_2 + increased_3...) x (1 + more_1) x (1 + more_2) x (1 + more_3)...
ok sweet! and last question - the weaver enchants - they do not count for wings?
I would have to test it to be sure but I don't see why not.
oh wicked thanks have some awesome enchants on this new alts stuff so if they count then ;o - thanks for your help!
So basically, no change in the spectrum of balancing consideration?
How does the team design around the increasing power levels? I wasn't there pre-season 2, but afaik the guaranteed slam added a lot to the average power level of characters. This season, the idol altars are basically "free" stats on a completely new slot that wasn't there on previous seasons, and corruption also adds a lot of affixes where not previously accessible.
Does the team design to keep power levels similar by holding back on another area, or do you let the power grows as long as it still falls within a certain acceptable range?
They do
@strange shoal
This is a really hard question to answer with specifics because reasons...
Each season we look at the various tiers of content available and consider each for balancing power levels. As more player power is granted in one category, several actions can potentially be taken in tandem. Increasing difficulty, reducing player power in other areas or adding new challenges come to mind as common options. All of which happened in Season 4. There is some amount of power creep to be expected. The trick is keeping it creeping instead of sprinting.
Do sub skills like shade eruption scale with more damage multiplier in the skill tree that proc them? As in, more dmg multipliers that affect infernal shade, affect the explosion?
Generally yes
For example the wildfires node would give shade eruption more damage
How do Chaos Bolts work?
Looking at it on LEtools, it seems to shoot 4 projectiles with 100% Added Damage Effectiveness, and there's also an impact explosion at 100% ADE. Does it mean it will hit a target for 100% ADE, then explode dealing another 100% ADE?
Can all 4 projectiles shotgun the same target?
Can a target be hit by both a projectile's damage and its explosion damage?
Can a target be hit by multiple explosion damage?
For the flay node Chaos Rip, does it release 4 Chaos Bolts per 100 mana (the standard number of CB per cast if cast manually), or is it 1 singular Chaos Bolt per 100 mana (so 1/4th a manual CB cast)?
Chaos bolts can shotgun, but the projectiles themselves do no damage, just the explosions. If you actually click on the "chaos bolts" subskill you'll see it actually doesn't do any damage but triggers the same explosion skill that the main "chaos bolts" skill triggers.
Chaos rip 0.5% chance to trigger 1 chaos bolt (not bolts) per 1 mana per point. So for example at 200 max mana you'll always trigger 2 bolts. Not two casts of chaos bolts, but two individual chaos bolt skills. As in two projectiles and two explosions.
Thanks! ❤️
Would you say, then, that 300C isn't particularly special when it comes to EHGs approach to design?
if im using Bhuldars wrath 2h mace and Natural wrath idol will earthquake be fire or electric?
if earthquake has both fire and lightning conversions, fire wins.
I don't think that there are any individual corruption points that are particularly special at all.
300 is probably more special than 5000 but no more special than 100 or 0 or 500 or a host of others.
I think the phrase "EHG primarily balances around corruption ___" can't be completed accurately.
dang trying to figure out a way to cast EQ on maul in werebear form but want to keep it fully electric and idk how to keep stacks up in werebear form to consistantly rely on naturals wrath idol...(gears turning)
I guess I have to learn how to read because I accidentally created SCF character and I just wanted to have a solo experience. I should've taken the SAF option. Now I am pretty sad as I cannot equip my alt with any gear I found. Could this be possible in the future to migrate not just character but it's stash aswell? If not, what would be the reason?
It's something that we've had on the todo list for a while. The main issue is that it opens up the potential for very bloated data in extreme cases. The migrated stash would have to sit as a remove only tab. Currently we don't have a clean way of doing this.
If you'd like us to consider taking another crack at it, please let us know in #suggestions.
Thanks for the clarification. Would you mind making an exception in my case and helping me transfer everything? I can even show you that I only have one character this season so far, maybe empty stash in SAF could make it easier somehow, idk. I understand if that's simply not possible at this time.
I'm sorry but we don't have the process in place to make it happen and manual direct manipulation of the database scares me more than any movie monster. You can try contacting support but I don't think we do that sort of thing.
!support
Need a hand? Just head on down to https://support.lastepoch.com/ for support articles or to reach out to us directly.
Sure thing. Your words are enough for me, I don't need to contact support. I'm a bit forced to play this one char because I don't want to lose all my progress to play different class. Lesson learned the hard way.
you can move the character into SAF, you'll just only be able to bring 1 inventory worth of stuff with you.
what about timelines, corruption, woven tree, CoF, etc.?
pretty sure that all comes over too but I'm not 100% sure. Things like CoF progress have to merge because otherwise you wouldn't be able to equip most of your gear.
Yeah factions are part of the stash. Example for a Season ending character transferred to Legacy, if the Season faction rank was higher, you need to select that Season in the upper left part of the Legacy stash and then use the merge stash button to get access to the higher Season rank https://cdn.discordapp.com/attachments/1394658973612904478/1394659141829791846/image.png?ex=69e8c10a&is=69e76f8a&hm=a79e0d975ca8461fa7628b985e5710942d92bef0ef735b4041241958d033981c&
Does the same thing happen for SCF to SAF though?
I'm not sure. I can try making a SCF character this evening after work and testing it
you don't have to do that at all.
Is letting a skill shotgun some kind of flag that exists or is splitting it into lots of individual skill casts the only way to make things shotgun? Like for example chaos bolts and frost claw are both lots of individual skills. Are they like that so you can stagger the casts for better visual feedback or is there some kind of limitation?
We have a few different ways of doing each for different situations. In general we have something called a shared hit detector that allows multiple objects to share a single list of all the things they have hit. The typical behavior is such that each thing only hits each thing once. We do have a tickbox that can be ticked on a thing that can hit things to prevent it from using a shared hit detector which means that it can always hit independently.
Yeah okay that's what I would've assumed otherwise things like giant slayer in multishot would have to make it cast like 20 single arrow sub-skills every cast or something lol, thanks for the detailed answer!
it actually does make like 20 single arrow sub skills
Can woven echoes spawn with a tomb?
With idols and potential adaptive damage theres one that converts shurikens to lighting and adds lightning dmg, this idol is paired with "throwing physical" specifically - does that physical become lightning or is it just one of those pointless idol pairings? lol
If you talking about the suffix ,no it wont convert , that affix only applies to shurikens if they would still be physical,if they are fully converted then it doesn't do anything for you,?its the same if you get increased physical throwing damage on your body armor I think it wouldn't do anything for shurikens if they are fully lightning converted. There should be a throwing suffix general if you ask me to pair it with the flat lightning prefix that way its more useful.
Thanks, kinda lame you can use armor affix or 1 idol and then all the potential cool additions become pointless - I'll just go play umbral+flow and do 500m-1B 1 shots instead lmao
I don't believe so, but there are woven echoes that have an idol altar at the end like the Tombs side area: Cemetery of Reweaving, Sepulchre of the Lost, and Cenotaph of Worlds. The idol altars in these also have more uses than the Tombs one.
I guess the important question here, do weaver tree nodes that apply to tombs and cemeteries apply to the subareas in those echoes? So as you said: Cemetary of reweaving, Sepulchre of the Lost, and Cenotaph of Worlds. That would be great if so!. Mike pls give me your wisdom
Oh sorry, I thought you were looking for additional sources of the idol altars that are at the end of the Tombs side areas.
If you're asking if a Weaver tree node like Burial Grounds that gives increased pack size in Tombs and Cemeteries also works on the woven echoes like Cemetery of Reweaving, I don't know. But this is a good channel to ask in!
hello, quick question about game mechanics cause i can't find a proper answer: does "increased stun duration" work on bosses?
Sorry I could have been clearer 🙂 yeah I'm just looking for max tombs, and that could be a very interesting way to do it
unrelated question, can one item with 2 different set shards count toward two different set bonuses?
You can only craft on a single Reforged Set shard per item. So no.
Technically yes but with their incredibly short stun duration modifiers it won't have much effect at all.
Can we have the transfer button put everything from our inventory into the stash ?
Technically, a lot of things are possibles
But if you want them to be considered, that's where you want to drop them
Hiya there is a corruption for weapons "critical strike multiplier xx%" and under it same but "vs frozen enemys" - would this mean if it's 25 and 25 then vs frozen lads its 50%?
yes
Flipping fantastic, appreciate you. Thanks!
Is there any way to remove particles from skill effect, specially the ones that block ground effect, like smoke bomb.
You keep adding worthless effect on skills which kills FPS and makes it impossible to see the ground effects that one shot you.
Only thing you can do is lower your settings to help with the FPS dropping but there is no way to remove the smoke from Smoke Bomb or similar skills as of now.
Is not just that, you can't see the homing black holes on the ground, or the bloot orbs that chase you. I mean atleast change their color so you can see them.
Mike have you considered doing short 5 or 10 minute segment during friday livestream where you show discord feedback/suggestion channel and give your personal take on some of the new posts there, bringing more awareness to the channels.
(though I could also see another 300 corruption problem arising from it where people misunderstand your takes or take them as official EHG reply)
is it normal that pebbles collar reforged swaps it from cold to fire, and the sash reforged swaps it from fire to cold? It seems like a bug but I'm not sure if it is (more just asking about dev direction)
Swaps what?
Neither should be converting or swapping anything
the "melee fire damage for minion" becomes "melee cold damage for minion" and vice versa. (it changes that when you reforge it)
Ah I see what you mean, yeah I'd assume that's a mix up for sure
The increase weaver will effect on the Idol Altars seems not working. Anyone aware of this?
yes
If I convert Decoy to Cold from Fire and global Cold damage is sigificantly higher than Fire, should I not see an increase in the DPS mouseover estimate? It's exactly the same pre / post conversion. No way to tell during combat.
Try it on the dummies by the arena
should be easy to tell
He's nowhere near high enough level to get to it. Why aren't there dummies in the early acts? Unless I'm wrong, the Arena is in Act 7 (?)
ok thanks. I could swear there used to be a dummy in the Council Chambers.
Nah there used to be one in end of time but they removed it with 0.9.x
That's probably what I was thinking. I don't understand why they aren't in the major hubs.
As Cyborgwars mentioned, the training dummies were removed from towns somewhere around 0.9, which was when multiplayer was introduced and using Skills in towns was turned off:
Towns: Skills are not able to be used in towns in preparation of future town functionality. In a future update, town zones will also feature players that are not in your party
https://forum.lastepoch.com/t/the-convergence-update-beta-0-9-patch-notes/51975#heading--multiplayer
There was one in there, but it was removed due to the towns stuff
Hey, sorry if you've already answered this before, but regarding the Confluence of Oblivion farming method that involves resetting the Echo Web, will it be fixed soon? The drop rate of Confluence items doesn't seem to be taking distance into account. I wanted to know because I need to farm items for my Warpath, but first I wanted to farm items for another character. I'm afraid you'll fix the bug and I won't be able to farm before then, so I wanted to know if I should farm now or later
I don't even know if this is a bug or if Confluence really doesn't take distance into account.
But if there's anything about nerfing this method in the near future, I'd like to know
Are you talking about confluence of oblivions drop rate or the items you get from it?
I want to know if there will be any changes to this method of resetting Echo Web and farming Confluence of Oblivion, whether in the drop rate or the spawn rate of the imprint or something similar
in the near future
I'm sorry but I don't have any insight on potential upcoming fix timelines available here. All I can say for sure is that it's not in the 1.4.5 patch notes.
was there any limit on the number of tiers an affix can gain per empower in nemesis?
took a quick look to see if I could find it quick but I'm not sure. I expect it probably does because LP has a cap of 3 per.
Hello ! Sorry if it was already asked but is there any plans to fix "+ All attribute if 7 non-idol items are equipped" effect from corruption to add attributes instead of substracting them 🫠 ?
Thanks
if you have submitted a bug report, yes
I did 🙏
Does the latest patch affect existing 2x1/1x2 idols or only new ones found?
It's retroactive / applies to existing ones. Source: logged in and looked at idols in stash.
all item updates are retroactive
Hi devs - I’m building a community build analyzer and simulator for Last Epoch (epochforge.gg) focused on DPS simulation, crafting probability, and meta analytics. Is there an official or sanctioned way for community tool developers to access game data (items, affixes, skills, passives), either through an API, data export, or a formal request process? If not, is there a preferred channel for tool developers to coordinate with EHG on data access and patch sync? Happy to share details about the project if useful. Thanks.
The only thing we do for some sites is give a build of the game a few days before a major patch. I'm not sure who coordinates that. Best way to get in touch with the right person would be to contact support and they can connect you.
We don't have any sort of game data API or export. Any site or tool that is using that information has obtained it themselves.
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Hello guys, any help with: problem with log in into game?
Not in this channel. You can try the things listed in this thread or contact support:
https://discord.com/channels/368953963267096586/1230894608406413412
!support
Let's work together to get it sorted! We've support articles and a contact form here: https://support.lastepoch.com/.
Hello, Two questions about torment.
First would be, When using Wheel of torment. If i cast fissure and also cast soul feast, are these two skills creating a different type of torment that is going to be overwriting each other? Or are they the same torment?
Second, and more importantly, What nodes in the fissure apply to torment?. because i can see it's an ailment, so anything that is not on hit that mentions more damage for fissure, should work for torment right?.
is there a way to helpfully troubleshoot [LE-51] or [LE-52] errors? They've been keeping me out of the game for days at a time it seems
Yes, they overwrite each other.
Everything in fissure that specifically says it applies to torment applies to torment from all sources. Torments applied by the fissure get everything from fissure that is applicable. Torments applied by soul feast I think get applicable stuff from soul feast (which is not much).
Do blessings the impact drop rates i.e increase amulets effect boss drops? like Nihilis etc
No they don't affect uniques as a whole
oh
How long before a new season do you generally announce the date estimate for it? I can't recall when season 4 was mentioned with a date during season 3
What?? I thought they effected all world drops, including uniques
They don't affect any boss drops
Yes I know. They said they didn't affect uniques as a whole, which I didnt think was correct
Recent examples:
Season 4 was announced on Feb 20 Dec 25 and released on Mar 26. edit: announcement was on Dec 25 and trailer was on Feb 20.
Season 3 was announced on Jul 25 Jun 27 and released on Aug 21. edit: announcement was on Jun 27 and trailer was on Jul 25.
They do, they just only apply to random drops
Actually, looking into it more, I think I was off. Those dates I used were based on when they did a trailer post. But there was an announcement earlier than that.
All good I was just curious I couldnt remember probably could have googled haha! Thank you regardless - just holding out for hope not to many months before next season as this ones rip haha
Like here's the Season 3 announcement on Jun 27 https://forum.lastepoch.com/t/season-3-release-date-announcement/78359 and they did a trailer on Jul 25 https://forum.lastepoch.com/t/last-epoch-official-trailer-season-3-beneath-ancient-skies/78489 for the Aug 21 release
Yeah hopefully. Season 2 to 3 was better. Season 2 started April 2025 and Season 3 started August 2025. About 4 months between.
Enchant Weapon currently has a bug where its glow effect doesn't time out properly if you go through an area transition or use Teleport while it's active. The glow effects stack up and become blindingly bright. I've reported this bug multiple times, and there's been several patches, but the bug is still not fixed. Can I get an estimate on when I can expect the fix? It's making it pretty annoying to play Spellblade.
You won't get any infos regarding bugs here.
Wait and see
I've found your reports, doesn't look like they are assigned out at the moment so no ETA.
Thanks for letting me know.
the duality of #👨┃ask-the-devs-not-support-no-bugs
There were some prior issues experienced by Polish players related to these error codes. Search the Discord and you might find the thread
Is there an ETA about fixing bugged corruption effects ?
I've hit 2 top-tier corruption effects last 24h that are in fact bricking my build, I dont even want to corrupt anymore. And corruption is kinda the center of S4 feature. Getting +12 all attributes but having -12 all attributes in reality, or having +190 endurance Threshold but also -190% Physical damage for no reason is just pure non-sense.
I've reported it of course but with a screenshot it's hard to show.
Hi Mike, how does the team feel about how the corrupted attributes are doing this season so far?
Are the floor dots from the Omen pinnacle fight intended to not end when they die, it's really annoying to have like half the floor covered in the fire pools for the entire second phase
Well they arent from the omens. But yes its intended. Your placement of them is part of the fight
Ha, I see extra Wolves still disappear when changing zones (using the Claw amulet). At least the icon changes to Summon Wolf.
Please report bug in game by pressing f8
Not in the discord channel called "not support no bugs"
I've reported that several times in the past.
Along with other Wolf related bugs and glitches.
Than, all we have to do is to wait
Well, honestly and I mean this with no snarkiness intended, considering how long it's been an issue and it's not a show-stopper, I've given up. But it's also very annoying when using Tyrant's Skull since you have to unequip it to get your max wolves back, and you lose the +1 to Minion Skills.
🤔 isn't that what causes the problem. when wolves get extra skill point they reset the next area.
like during leveling it happens a lot since you keep getting new skill levels
Yes, that is correct. The Wolves get un-summoned when adding any skill or passive that impacts them, even mid-zone. My theory is that when changing zones LE doesn't consider The Claw/Fang when re-summoning Wolves. There might also be a similar issue with Tyrant's Skull. In the past (at least a year ago, probably longer) the problem with extra wolves disappearing during transitioning did not occur.
I take it back. They aren't unsummoning after adding a passive point that impacts them. I'm sure that used to happen.
As an initial version, awesome. Do they need some adjusting to make them fit into gearing as I would hope? yea.
Looks like it's in repro testing and is not being consistent.
So it's not a random bug ? Some people do get the +12 all attribute without downside ? Or get +190 Endurance Treshold without getting their damage cut in half ?
I don't know what you mean by "not a random bug" but we are investigating it.
Sorry I meant to say "so it's a random bug" which makes the whole thing even more mysterious. Especially the T7 "Endurance Threshold" corruption on belt halving all my damage, that one I would love to have the explanation in the code to understand why it happenned 😄
Just fyi, I submitted bug reports for both Feline Bond and the Summon Wolf -> Canine Agility node. Putting points in either of them does not change the Minion Dodge Rating in the minion tab of the stat sheet. I tried unsummoning / resummoning but no luck.
since those affect companion/wolf dodge rating and not minion dodge rating, it makes sense that they don't show up in the character sheet. If you summon a thorn totem, that wouldn't get the bonus so it doesn't make sense to have that bonus displayed for all minions.
Okay, that makes sense, but forgive the potentially dumb questions, but then why display any minion dodge rating at all, and not just call it "Companion Dodge Rating"?
There are affixes which do minion dodge rating.
https://www.lastepochtools.com/db/prefixes/AAwdgjEA
Thanks. Yes, I use the affixes. I am still a little confused. So the minions affixes affect the displayed stat, but passives and nodes don't? But they do affect the actual dodge rating of the wolves?
The character sheet displays specific individual properties. Some properties are a little on the niche side and don't have an entry in the character sheet. Properties that aren't displayed in the character sheet still work.
So since minion dodge rating is a common property, it is displayed in the character sheet.
When you summon your wolf it has its dodge rating calculated from all applicable sources. Increased minion dodge rating, increased companion dodge rating and increased wolf dodge rating.
Are there non-companion minions that do benefit from Dodge? Not totems of course, but I can't think of any off the top of my head. I haven't booted up LE in a whlile.
Just trying to fully understand this so I can properly adjust my calculator 🙂
I'm not sure I understand the question because I think the answer is just yes, all of them.
(if you can give them dodge rating, which you can using things like julra gloves)
So if no non-companion minions can't get Dodge why not call the stat Companion Dodge Rating?
I think there is disconnect between the two of you.
totems can gain dodge rating from minion dodge rating but not from companion dodge rating that feline bond passive node gives.
I think fargol may have misunderstood Mike saying totems can't benefit from companion dodge as they cannot benefit from any dodge at all
maybe?
Non companions can get dodge
Whoa, so that includes totems?
Why not
if it can be hit, it can dodge
Totems be bobbing and weaving. Feet firmly planted
Not totems. I uncommned my wolves and put Throrn Totems out there. Never saw "Dodge" above them and they died really fast, By my calculations they should have 114% dodge chance, or 85% hard cap.
Oops, unsummoned ...
Your dodge calculation is wrong
Using DodgeChance= DodgeRating/((DodgeRating+(AreaLevel∗10)))
Dodge asymptotes to 85%, it's impossible for it to get to above 85% to hard cap
Dodge rating is 272 on level 18. And my wolves Dodge a lot.
No
That's the formula
X is dodge rating and a is area level
Yes. I know the hard cap. I have it in my calulations.
Where is the base dodge rating for your totems coming from?
I cannot possibly figure out how to get that in a spreadsheet.
you'd have to type it in
Wait ... are you telling the Minion Dodge Rating does not apply to Totems?
Spreadsheet programs support that kinda stuff, shouldn't be too bad
I'm saying that 100% increased minion dodge rating increases their dodge rating and if they have 0 base dodge rating, 0 increased 100% is still 0. So I'm wondering where their base dodge rating is coming from.
For example, do you have this affix on your gear anywhere?
https://www.lastepochtools.com/db/prefixes/AAwdgjEA
Yes. I use them on several pieces of gear.
great, then your totems should be able to dodge
I
Is there a way to Loot Filter only items with a T7 suffix, or search only items with a T7 suffix?'
(they won't have 85% dodge chance, you need to use the right formula)
I think you have to select them all from the list individually.
I am reasonably certain they are not. And I know my calculation is very rough (I've seen the actual monstrosity in the Guide) but how does that explain my Wolves dodging left and right but never the totems? As an aside, I always make sure my Minion Dodge Rating is way above the minimum needed to get at least close to 85%.
I doubt either are close to 85% but regardless your wolves might be getting additional dodge from their tree like from the canine agility node for example
Which wouldn't affect the totems
Yes, they are. But again, why aren't the Totems at least dodging occasionally via the Affixes?
They likely are. But their dodge is probably so low their dodge chance is probably like 10%
I wouldn't know without more details
What else would you need to know from me?
If you're playing online you can give me your profile name and I can look it up
If you press H in game it'll be in the top left of the window that opens
I generally don't play Online.
Only other way would be manually importing it into the let build planner
https://www.lastepochtools.com/planner/
You can see the import option on the left
All totems have the stat "100% less dodge rating", so even if you give them dodge, they won't have any dodge rating
also dodge value could never be higher than 85% even at 100k raw dodge your dodge would be 84.something%, the formula is made that way
yea, I just tested it and totems can't dodge, sorry
Oh good call, I can look up all the suffixes and just select those for my Loot Filter rule. I don't think there's a way to do it in search of stash.
Yes, I know that. I mentioned that before.
oops sorry, replied to the wrong person ...
And that's mekes me feel at least a little less stupid and clears that up.
Totems have an entry in the game guide but it doesn't mention that they can't dodge x). time to head to #suggestions