#👨┃ask-the-devs-not-support-no-bugs
1 messages · Page 110 of 1
They can
it's specifically totems that can't
there are other non-companion minions
I can't think of any off the top of my old brain.
skeletons
There are very few non-companion, non-totem minions on primalist but the vast majority of minions in the game overall are non-companions.
bone golem
vines, locusts, primal serpents
any non primalist minion basically
Well, I was hoping to reach an understanding of the Primalist summons.
All minions except for totems get dodge rating and can dodge
That's the conclusion I would come to at this point. It does make it confusing though. All companions are minions but not all minions are companions. Some non-companion minions can dodge, but not all. So the Minion Dodge Rating is not accurate,and maybe there should be text in the Minion tab and in the Guide that explains that. Still though, when I put points in the Feline Bond passive which specifically says "Companion Dodge Rating" and the Canine Agility node specifically says +x dodge rating for wolves. I don't know how to reconcile those buffs if they don't affect the Minion Dodge Rating in the tab. Maybe there should be a Companion Dodge Rating entry. Does that massive formula account for all that? It does not appear to.
No. All minions gain dodge rating from the minion dodge rating affix. It's just that totems have a 100% less dodge rating stat inherent to them
so it's not that they don't get it
it's that it doesn't do anything for them
✅
Does it say that anywhere? Never heard of that 100% thing.
It actually doesn't which is why we initially said that they should be able to dodge, which is why I mentioned I'll likely make a suggestion in #suggestions to mention it in their game guide entry
or even in the individual totem skill alt tooltips
You can see it listed in the minion stats on third party sites such as https://www.lastepochtools.com/minions/thorn_totem and https://lastepoch.tunklab.com/minion/SummonThornTotem. But as it's not mentioned in game, yeah that can be confusing.
Thank you all for your time. I'm now using a calculation I got from AI (claims it's from the Guide) - DodgeChance=(DodgeRating / (DodgeRating + (6 * Level + 50))). I get 61% Dodge Chance using the displayed Dodge Rating and Level. Much less than my other incorrect formula but probably still not totally accurate. Still looking for a spreadsheet-friendly version of the Einsteinian formula.
No that's incorrect
Use the one I sent, it's the only correct one
It's literally the one in the game guide
I figured it's not accurate, but there's no way in heck my septuagenarian brain can get that into a apreadsheet, but I'm going to give it a go 🙂
if your sheet is already using the terms DodgeRating and Level here is easy copy paste of that formula
DodgeChance=(DodgeRating)/((80+0.05× (Level+5)^2)+DodgeRating)× 0.25+(0.001×DodgeRating^2)/((32× (Level+5))+0.001×DodgeRating^2)× 0.6
Currently in the minion tab, 272 on area level 18. But again, the Feline Bond node (should be adding 60 but isn't). Neither is Canine Agility but I understand why. So, if my brain has finally wrapped itself around this, it's 272 + 60 + 60 = 392.
I installed the formula, and adding in the 120 I get 104% Dodge Chance (I know, really 85%). Without the 120 it's 59.
How so? I have to add the 120 since neither impact the Minion Dodge Rating.
the formula cannot return anything above 85%
No matter what you'll never get a number above 85% it's not that you can get above 85% and it's just capped at 85% the formula literally cannot produce a number above 85%
Like there is no actual cap on dodge chance, the formula has the cap built into it
Well, I copied-pasted it. I'll paste the formula with my Dodge Rating and Level cell id's.
with level 18 and dodgerating 392 I get 30%
A7 is the area level, B7 is the Minion Dodge Rating from the tab, D7 is the "extra" dodge rating from skills and passives.
btw @crude plover at this point should we move to ask the community?
prob best
Is there a post somewhere that shows how much imprints were nerfed for double and triple exalts this season?
I'm trying to see if it's worth even putting exalted items in my tree any more. I've had a double T7 dagger in the loot caches imprint and a bunch of 6/7 exalts in the champion imprint and I don't think I've ever seen a single 7/7 on the dagger proc or a single champion imprint proc that gave more than one exalted affix the whole season. Just wondering if it's placebo or like if there's a note of how much of a change was made.
the most specific answer will be in the 1.4 patch notes
I'll check them out again. I remembered seeing something in the notes but didn't think it said how much. I'll go read it again. Thanks.
(it didn't say how much, they don't always give specific information)
EHG still haven't officially given the community lp or ww odds for example afaik, they're things the community dug up
The answer is like 90% or more found by dataminers 👍 ,thats why not number associated to it.
oh wow, so totally not worth having exalted in the imprint then, uniques only i guess. -- the champion imprint can't drop uniques though right?
Nope not worth at all better to imprint uniques. Exalts imprint multiexalt is dead. No that node in the imprints doesnt do much .
Thanks. Yeah I've been playing the same character since season start and don't think I've ever once seen a double exalt proc from the times I put in to the imprints. Appreciate the heads up.
Just found the message in the patch notes and it indeed does say 'much lower', so that 90% reduction sounds feasible.
Imprinted Items
Imprint item nodes drop items 50% less frequently.
Similar items dropped from imprint item nodes have a much lower chance to have multiple exalted affixes.
Similar items dropped from imprint item nodes have a much lower chance to be very rare unique items.
Hi Mike, does cdrs work by increment ?
Like if the cooldown shows 1.3 sec, and i get some cdrs but not enough to go to show 1.2sec, do I still reduce the cd ?
the ui rounds but the functionality doesn't
smelter's wrath says increased aoe reduces its charge time. is this another case where it means only the generic area for area skills or would area for area melee skills also reduce its charge time?
pretty sure the way it works is that it looks at what the area will finally be and scales based on that
is it possible for a corruption to add a sealed champion affix to an item that has a normal sealed affix on it already?
items have 3 "sealed affix slots" each can have 1 affix of a specific category and can't be shared.
So normal slot, champion slot, primordial slot?
oh gotcha, so if there's a normal/champion then the corruption can't roll a champion because it would take that slot
or can it double up, with normal/champion and then another champion in the corrupted slot
Should be able to double up afaik
One doesn't care about what's in the others
By double up I don't mean the same affix btw, you can't get the same affix twice on an item
How do you corrupt a item on lastepochtools? Need a specific one in there
You just put a corrupted affix on it
There's a tab for corrupted affixes
Also le tools is a third party site. Not sure why you're asking ehg lul
😂 So is PoB for PoE but everyone treats it as their own simply because there are no other tools from the developers from themselves to do such things
Yeah there is a tab but i dont get how to apply it
try clicking here
preciate you
haha that was going to be my next question
imagine 9 shadows...the dream
Why do you all not allow us to disable Solo Account Found in Legacy?
You should be able to
Can you please despawn the spinning blade after Uber dies? Did not get loot from 2 kills last night. It touched me right after his death triggered.
Any boss effects persisting after the boss's death is a bug. It is probably the result of some priming ability being in flight when the boss dies.
https://www.lastepochtools.com/skills/dragonfire_nova (1) Does Dragonflame Nova scale with minion damage or your damage? It says "This ability is cast by your minion, not by you." but it does not have the Minion scaling tag (2) Does it scale with damage modifiers from the minion's skill tree, like Bone Golem's Amalgam of Mages? (I assume no)
Yeah my bladestorm was still spinning. So we each killed each other with bladestorm 😂
All minion stats do is convert to normal stats for your minions.
Every minion's ability is not a "minion ability" but rather an ability used by a minion (exception being scorpion's summon baby scorpion which is both).
So like any other ability used by your minions, your minion stats indirectly apply to it.
Yup, pop open a bug report in game with [F8].
So essentially, it scales with my minion's fire damage and spell damage, which would also include any appropriate damage modifiers from the minion's skill tree and my character's Increased Minion Damage stat?
Yea
Thank you!
what happens if you imprint a corrupted item - when the imprint hits, would it also drop corrupted affixes?
You can't imprint corrupted items.
Anyone know why I can't open chat in game?
Did you launch in full offline mode?
no I didn't. I don't think at least. I soft restarted as in back to main menu and it didn't fix so I hard closed it and relaunched and I'm good now
maybe you can't say right now and it's something for a future blog post or some other format, but with it being known COF is getting a big update in S5, what's the sort of philosophy or objectives (not the specific solutions/changes) from EHG's perspective on reworking an item faction? or how has the thinking about item factions changed from when they were first introduced to now?
Anyone know off the top of their head if shurikens are 100 percent lightning does the phys pen node convert in the tree? (Not near a pc to test) thanks
does the Frostfang Arrow node on Detonating Arrow give the arrow hit, the explosion, or both the +60 freeze rate?
The goals and primary method of acquiring loot in CoF isn't really changing at all. We are primarily looking at the way you interact with the system itself. We gave a genre of players who typically like to optimize a system that works great if you don't try to optimize it. It's mostly about removing the busy work and letting you optimize it with less time spent in fiddling with the UI and more time killing monsters.
always phys pen
Would you mind hoping on and changing it if you get five? Haha kidding, thank you
both
@placid plinth Title : aftershock being triggered by upheveal Aftershock can be triggered by Upheaval while in Werebear Form. Add this to Werebear Form passives or to Upheaval itself, or include it as an Idol modifier without negatively impacting the balance of other skills. or/and And let the Aftershock trigger from Upheaval spikes (where they land or on enemies), not from the player’s location.
what im doing wrong? cant post it on the suggestion channel
cool, yeah I meant the goal of the rework, not the goal of the faction, but you answered that too!
Suggestion: [50 character minimum]```
Looks like you need to match the formatting. It's missing the `Suggestion: ` part
got it, lul 1 year latter. now surely the changes are coming
Sorry for copying the question, but I remembered about the Discord channel too late and spent a long time searching for information, who knows about primal anurok, If I put idols on minion cooldown, will it work on frog skills?
https://www.lastepochtools.com/minions/ancient_oasis01_primordial
As you can see here, primal anuroks dont have any cd on their skills. So minion Cdrs doesn't do anything for them. They scale with attack speed
Tongue Stab and tongue slam have 3 sec cd
Oo indeed, I misread.
Then you will cast those more often, but since the have the same speed as the others and dmg. You are better off stacking attack speed
I think the idea was to have different animations and skills.
So the frogs do smth different
Hi , regarding those cof change , will it also involve adding missing options from the pool like havoc rune or omen idols for example? Perhaps also removing some less desirable options like rares equipment (I don't know if anyone is using those prophecies instead of just exalted), perhaps even a new constellation since there might be a lot of stuff if you also consider altars beast etc, or is it mostly a qol update ? So far I have like 5 stash of omens idol with like 3 heartseeker only X)
Could also consider an auto roll for prophecies where you pick exactly the ones you want with the conditions you accept and it just rolls them for you till x point is reached ( an amount of prophecies or no more favour for example)
Do stats increase the overall Ailment damage that is applied by a skill?
Ex. Skill that scales with int applies an ailment. Would having more int translate to more Ailment damage aplied by this skill?
We are primarily focusing on the functionality of the system. How about just not rolling?
Yes, for example the Skill Fireball gets +4% increased Damage per Intelligence and that would apply to Ignites applied by Fireball. Ailments applied by a Skill also get the "more" multiplicative damage from passives in the Skill's tree. Using Fireball as an example, the Winged Fire node gives +7% more damage per point and that would also apply to Ignites from Fireball. Just not if the node mentions "more on Hit" as DoTs don't Hit.
Not rolling would be nice too yeah
Thanks boss
Speaking of prophecies, how is it determined which systems CoF get a bonus to and which ones they don't? For example I think we don't have any CoF bonus for primordials, and now for the omen idols. I think weaver idols too at first(?) but we do have them now.
For the Primordial uniques and Omen Idols, they'd probably need to fundamentally change how Prophecies work, as those items are restricted drop items and Prophecies currently only give random drop items. Primordial uniques are only from rift beasts or Skarven Bloodhorn's shop and Omen Idols are only from the Omen encounters.
For the Weaver Idol Prophecies, those were added as Prophecy Rewards alongside the Weaver Idol introduction in Season 2 https://forum.lastepoch.com/t/last-epoch-tombs-of-the-erased-patch-notes/75247/8#new-prophecy-rewards-55. It's just that they don't start appearing in the Dysis telescope until you're CoF Rank 9 for the Small & Minor size and CoF Rank 10 for the Stout & Humble size. If you click on the Prophecy Rewards tab here and put "weaver" in the search box, the Min Rank column https://lastepoch.tunklab.com/faction/circle_of_fortune
Ah, thanks for correcting me.
For primordials/omen idols, wouldn't similar method as weaver idol be usable? Those are also restricted from dropping outside weaver areas/weaver enemies and the prophecy can bypass them.
Good point! Season 5 is supposed to have some CoF improvements and Mike just mentioned some things they're working on here #👨┃ask-the-devs-not-support-no-bugs message, so let the devs know you want to expand the possible Rewards by posting in the feedback or suggestion channels.
Primos and omens are from 'boss' fights. Weaver enemies can be anything, and with some WE, anywhere. Not just limited to bosses
so ancient bones prophecies would be in the green then. with passives they can spawn anywhere as well
Bones arent really drops tho. They are special gold
does #suggestions auto-mod/block indented bullet points? I tried typing up a big suggestion related to the convo above. my suggestion was a 5th telescope focused on Resource rewards (and some tweaks to Dysis because it has some Resource tab stuff right now) and I got a "This can't be posted because it contains content blocked by this server" message but I don't know what I need to change about it for it to go through.
Okay, wasn't the indented bullet points, it blocked the reformatted one without those too
just need to have the specific formatting pattern shown in the channel's description with both Title: and Suggestion:.
I did, it still blocked it 😞
what db does Last Epoch like sound produced at?
Im updating my presets incase I get in on a project
I put the question in our internal audio channel to find out
paste it here and I'll see
because if you stay ready you aint got to get ready in a real way🫡
oh internal audio channel, got it
just tried to and this channel also blocked it 💀
oh my bad you talking to marshall
might be too long
There is a character limit yeah, Under the default one that is
ah. okay, I'll see what I can do to trim it down
edit: success! thank you 🥳
do you mean asset designs or game output?
500 characters seems to be the max
thanks, good to know for the future!
Our audio assets are normalized to -0.5dBFS on asset export to ensure we capture the full dynamic range of a design without any loss of dynamic information. In game these assets are heavily reduced in volume and we try to mix to a loudness of -21LUFS over 30 minutes of gameplay. But milage on that varies and honestly I have been trying to push the loudness of the game a touch so it's slowly creeping up a tad.
I also mix with my room tuned to roughly 80-82 dB SPL. Though some folks feel that that is too high for long term mixing. I've found aiming for louder results in me getting a more open and clean overall mix since I feel less like I have to push things in volume and more pull them back.
Hope that helps ❤️
Why do you all not allow us to disable Solo Account Found in Legacy?
We don't not allow disabling of SAF in Legacy. If you're unable to do so, please submit an in game bug report with [F8] and we will take a look as to why.
I did report it. The person responded and told me that you do not allow it. So which is it???
I went through that process. I clicked on abandon challenge and the are you sure box popped up, I clicked again and nothing happened. I detailed all of this in the bug report.
I was just answering your statement about "why we dont allow it" - I dont have direct access to the bug reports (not my area) - sorry, was just trying to point you in the right direction
if you made a bug report, it will be looked at by a game dev 🙂
Thank you so much for trying to help. Unfortunately the game dev that answered my bug report was not able to help me.
Do sub skills inheret the damage nodes of parent skills? Would BLOOD TETHER inherit Rip Blood's "Revile" node for example?
Does Ancestral Sabertooth use my Summon Sabertooth tree? will it use upheaval?
I've been wondering if there's any concern among the dev team how much the skill trees seem to heavily incentivize big "more" damage modifiers rather than them being ways to strictly modify skill behavior. Any skill that has none, or too few feel quite underwhelming by comparison. Are there internal conversations about finding a long-term solve to this issue? I'm worried that the skill trees might be doing too much heavy lifting in the "scale-my-damage" department?
is it possible to corrupt a champion affix onto a unique?
No. If you'd like to see the possible outcomes https://lastepoch.tunklab.com/corrupt. Add Champion affix isn't on Unique or Legendary items.
Yes, they get all stats from the skill that casts them. So in that example, revile gives more DOT to blood tether.
why doesn't reaper form have the dexterity or intelligence tags?
I'm shocked you got a reply from a bug report, we don't generally do that unless we are looking to get more information for repro steps. Did you submit through pressing [F8] in game?
because the skill itself doesn't scale with them
We've been slowly trying to move towards functionality first for new nodes. You'll see a lot of examples of this in the future.
Hi Mike I believe I initially reached out through the contact us form on the website, then the EHG rep that responded asked me to fill out an in-game bug report on Aug 13, 2025 (which I did) and on Aug 19th, 2025, the EHG rep said they would let me know when they have an update for me. So it was not a direct reply from the bug report, sorry about the confusion.
Does corrupting set items into reforged items have any weighting to what base type they might turn into? I'm consistently getting leather coats when corrupting the Apiarist body armour and it's kinda odd.
Where I can report a bug? It's making me so mad
I already reported in-game
But this need to be fixed or I need to do something, I don't know
A lot of times, I try to enter in an echo, or boss timeline echo, and the screen loads, but before the echo begins I'm transported to the monolith thing and when I try to open the echoes map, it says one echo is already in progress, then I lose stability and gaze of orobyss... Man, and I'm a calm person
I love the game by the way
Sorry for the vent, I can delete the messages if I it was a mistake sending them here
It depends. It seems to prevent changing class requirements, so corrupting non-class-locked helms, body armors, and relics may stay the same (normally unobtainable) unique-only base, like the leather coat.
That... Would kinda make sense actually.
do devs have a plan about buffing some primodial unique which have low power budget?
I mean, it's kind of frustrated that some primodial have a power budget of leveling unique but get limited to only one
like the one which buff only magic item stat
(not a dev, but...) probably best to put it in #suggestions with specific ones you feel are disappointing and why and what you'd like to see buffed about them (lower LPL, specific properties increased, property replaced, etc)
This channel is labeled "no bugs". Yes using F8 key in game is the best way to report bugs. If you're getting a LE-63 error the devs are aware of it and it should be fixed next patch #💬┃general message some people also mentioned that going to End of Time first, then to Monoliths seemed to help.
I will say that item is particularly tricky. For the definition of "magic item" it just requires that it only have 1 or 2 normal affixes. It can have any combination of sealed, exalted or corrupted affixes.
Whats the max range for a rune of removal, FP? I can't find it on tunklab
Can the footstep sound be removed from reaper form
Does the shatter totem node actually gets converted to cold if you convert upheaval ? There is no clear indication of this .
Yes it does
Hey, is Mourningfrost even working with Heartseeker?
Got the cold conversion from Controlled Icicle, sitting at 140 Dex, but I'm only hitting like 10–20k. Something feels off.
That's a very unreliable way of checking, it should work on heartseeker no matter the conversion
does generic cool down recovery affect evade
Yes
Followup questions do nodes on the tree affect shockwave and shatter totem , such as increased DMG and penetration ?
Shatter Totem is a subskill of Upheaval, so every applicable node will work
Pen, More Dmg ✅
More Melee Dmg ❎ because it's a Spell, not a Melee Attack
When I use the Node "memories of Observer" in Woven Tree and imprint a "confluence of oblivion" and the map appears on my echo network at 100 corruption - side information: my corruption on other monolyths are 1000+ - I drop Omnis and Shattered Chains literally 100% of the time. Why? First of all you can only drop it on 200+ Corruption and secondly the Dropchances seems pretty high?
iirc confluence uses your highest corruption for the drop rates as it is trying to set you there even if you have the node blocking the corruption increase
okay got it so far. but 100% drop chance seems pretty high? doesnt it still have around 2% drop chance with distance of and cof10?
up to 45% before CoF
why 45%? I am looking into the Data-Stuff Website by tunklab, when I select parameters for corruption 1300 and distance 2, because they are woven map spawns between echo chains, then the dropchance is 2%
are you looking at normal shade or confluence
oh, thank you.
Hi is the roll range for all runes / glyphs the same and is it 1-25? for forging potential
I have the quest to enter the lower temple to kill act 9 boss but I can't zone in, how to fix it?
do shread effects and pen effects use the same more damage category?
ie. are they additive with each other or multiplicative?
they're in the same category (additive)
Thank you
how does armor shread fit into that equation if you're talking about phys damage
Armor is a separate category entirely, so it's multiplicative
cool
No, each rune has a specific max FP cost (and some automatically remove all FP). Glyphs don't have any FP cost.
Is there somewhere to see these as tunklabs only shows some and I wanted to see after this removal hit me for 24, lol. PS I just tested a glphy of chaos does infact have an FP cost - also unsure why ialways write glphy haha
In game, slot each rune into the forge (with a valid item) and it will show you how much FP it can cost.
The FP cost you see is not for the glyph, it's for the shard or rune you have slotted. (Shard FP cost is just based on tier 1-5 you are crafting)
No rune in the slot - just chaos glphy to change a t1 affix just then when you said no cost and it used fp - so you mean the random shard it chose was the cost? Also lol that ive never noticed that max range cost down the bottom, thanks ❤️
Yes, the shard you used has a cost based on the tier of the affix you are crafting it up to
Cheers good sir! side note 1-25 for a removal is willldddd so much luck involved that puppy should be free. Back to ze game!
By the way, you can use Glyph of Hope with Rune of Removal for the chance of no FP cost.
Yeah I've always got that in still bangs me hard I seldom get discount on anything sept the occassional tier upgrade haha!
flat out free isn't possible because then you could use removal and discovery until you get exact 4 affixes you want on item without losing any FP
Lol yeah if you can hit the same socked every single time with rune of removal you're doing something shady, if you have a triple exalted 6/7 and 1 socket and you hit that removal once you're living the dream, doing it twice please step into my office, heh.
you could evo T7 to sealed slot and have four T5 affix of your choosing
any sealed T7 from nemesis now becomes almost guaranteed four T5's you need.
if you could easily craft 5/5/5/5/1 rares thats already huge power swing mid game.
its only the very top late game where you would have to gamble around with the free removal and discovery. all others are almost guaranteeds with items that has decent amount FP.
Removal being free just doesn't make sense imo
Can try relogging. If it still won't work, you can get in a party with someone and have them go in then you portal to them as an alternative. If you still need support you can reach out to our support team on our support site.
!support
Anything we can help with? We've support articles and a contact form at https://support.lastepoch.com/.
The ranges are also not evenly distributed. You have a slightly higher chance of getting lower values.
Is there anyway to abandon quests? They clutter the screen. Do I really need to go back and do lvl 10 quests?
I think my account is set to balance things for other players by giving me the high values and everyone else the low then 😆
There's not currently a way to do that. The blue quests you can hide by pushing M key to open the map and then unpinning on the left side. The yellow quests can't be unpinned.
there is a idol prefix that spawns bees on acid flask and it says - max 3 bees per second. i wonder if this is a per idol limit so i could stack it, or if it is a global limit
The effect has a maximum. Not each idol.
Are the weights of the various bags from the Bag of Bags the same?
Not sure without checking (on mobile ATM). I would expect that they are not equal.
What qualifies a character for "highest corruption achieved"? Does clearing confluence place you on the leaderboard for any class/spec? Or do you have to complete something at that corruption? (shade, mono, harby?)
If I was in spriggan form and had 2 idols one with "inc spell dmg" and the other "inc spell dmg while transformed" - same thing right? (first rodeo) - would only matter if I transformed out
They will both work
Thanks - whenever I'm sure something works like it sounds I need to check lol
When running prophecies, does corruption level increases the chance for LP or double exalted?
is bone armor's cooldown (from Transplant's skill tree) affected by CDRs?
no
Yes for LP, there's a calculator for this on https://lastepoch.tunklab.com/lp-chance?u=aarons_will&lp=true
idk about double exalts
I don't think that mentions if it works on prophecies or not tho
that's just the regular corruption vs LP chart
Corruption does work for uniques dropped from prophecies
@crude ploverhttps://lastepoch.tunklab.com/lp-chance?u=urzils_pride&c=100&cof=true
there is a cof rank 8 option
But if you enable it the odds don't change at 100 corruption or at 999999 corruption
So it seems if you have COF rank 8, it don't matter the corruption, unless the calculator is broken/not accurate
so for low LPL items it'll cap out early, if you change to a higher lpl item you'll see it still scaling
@crude plover well if you try the calculator, if you enable cof rank 8 and put corruption at 0, the LP0 is 0%, so does that mean, that armor will always have LP1+ when ever it comes from a prophecy?
yes
Any echo (for now, it is slated to be changed)
hmm, I have a question about the Rune Prophecy, while it have prophecy for every type of rune but why it doesn't have for Havoc and Redemtion?
It creates a strong incentive for MG players to have havoc farming CoF characters.
I think the solution required to unblock something like that would be to split the materials stashes between MG and CoF.
is able havoc to be sold on MG going to break the game?
oh i see
then COF player just farm it and sell it via MG character
btw, something just pop in my mind. Why Marksman is the only class which can effectively use Bow?
several reasons but the short version is that making bows viable on another class would require so much of an overhaul to the passive trees, skill trees and equipment that we might as well just make a new mastery on that class instead.
Do you guys plan on adding tooltip info for a specific skill? For example I can't see stats of my warpath how it scales when I spin. I would like to know if I can cap crit chance but there is no way to see it really.
There are plans on updating and reworking the character sheet as well as the information on skill tooltips yes
Cool thanks !
What is the reasoning behind forcing the player base to pick between CoF and MG? I remember early on thinking it was brilliant, but the more i've played the more I've wondered why not just let everyone do both.
Because some people don't want to interact with trade
but you don't have to right?
You don't but you'd feel like you're missing out on power you could otherwise have if you did (which would be true). The current system lets people not trade and also not feel like they're weakening themselves for preference sake
correct, you dont have to. which is why CoF exists. you have wrapped around to answer your own question
Yea I get that, but MG towards the end of the season is pretty dead right? If there was a larger player base and a healthy bazaar I wouldn't even bring this up
You can post a suggestion in #suggestions but I highly doubt this will happen since like mentioned it's the entire reason the sytem exists. And personally I don't think it would have a very big impact on MG's health in the long run.
I can see there are some people that feel strongly about keeping it separate. Was just curious. I feel like people that choose MG feel like they are missing out on CoF and vice versa. Could just have an SSF checkbox like PoE and make CoF stronger in that I guess.
They'd have to majorly nerf both if they were to merge them, honestly to the point where CoF would basically stop existing and you'd just have mg. Anything else would be insane amounts of powercreep.
Yea it is for sure power creep, but idk if progressing faster is necessarily a bad thing
I'm sure they know what they're doing
Its just like...the REASON CoF exists is to attempt to give the power of trade to people who dont want you trade. That is the entire point of the system. That is why it exists.
CoF is that checkbox. Except CoF doesnt block multiplayer play
I don't think SSF in PoE blocks multiplayer, but I get what you are saying.
I guess I would be ok if everything was kept the same and I could swap and keep my gear equipped. not sell it or anything just keep what I have equipped regardless of which way I'm switching. No slamming between factions or anything like that either
SSF does block multiplayer in poe
oh i guess you could drop stuff on the ground for other people?
yep
can you use resonants in LE in CoF?
yes
You can? It's... solo. Solo. Self found.
yea I'm wrong lol
They asked in CoF not ssf
Multiplayer CoF is quite strong in that case, but I like it
No, I meant dropping stuff on the ground. You can't do that in poe, right? You can't group at all
correct
I said yes because their sentence read like "oh I guess the reason you can't is because..." to which I answered yes to.
The reason CoF exists is because trade is absurdly powerful. When a game is balanced around trade it makes interacting with trade feel mandatory
You cannot group or trade in any way shape or form in normal poe ssf
gotcha
EHG tried to address this by adding the item factions, so people who want to trade can, and people who want comparable levels of power without trading could have it
Btw let's move this discussion to a different channel please, if you'd like your original question answered by a dev that's totally fine but let's move the conversation so this channel doesn't get clogged up please
In the WP tree - the node cyclone of war - does the phys pen with mace convert to void pen if you spec WP into void from phys?
No
Thanks
So noticed that Unvar's Exile Idol doesn't work when you convert Intelligence to Madness... is that intended?
does reflected damage have a type?
no
why have yall not fix teleporting and dieing before im even in the map
should be a grace period
literally been this way since the game came out when in party theres a huge tele delay andthen u die
if 2 points in Forged Fire reduces the cooldown of Forgebreath by 100%, why does my Manifest Armor still melee attack?
no, and forgebreath is an area spell
It has a huge cast time and down time after being casted.
If you want your MA yo use it more, you need to give it cast speed
wouldn't that just cause it to take longer between forgebreaths? Mine has been running up and slapping enemies between casts
No, it reduces the time between casts too
I mean wouldn't the existance of the cast delay just make the forgebreath casts take longer to start? I still fail to see why my Manifest Armor is using melee attacks.
I have a question regarding the profane oblation skill from the summon mages tree , the skill has no minion tag , after testing minion damage doesn't do anything for that skill , it scales purely with the player stats , does this mean minion crit chance and damage also doesn't affect it ?
The skills minions cast in general won't have the minion tag. Minions have minion tag, not their skills. Minion damage should work unless the description is wrong and it's not the skeleton mage that's casting it. I can test in a bit
Yes please try and tell me maybe I did something wrong , but scaling spell damage does increase it , however minion damage and minion spell damage doesn't seem to do anything , I have tried to convert the mages to cold and fire and scale the corresponding minion damage but I still didn't see any increase in the damage output
I am not quite sure how that works
But I am sure of how you get to perma forgebreath
You need cast speed
I am guessing the use delay is getting reduce by cast speed
Anyone know what might cause volatile reversal to NOT give frenzy when used? (spec'd into warped time)
Do you have future focus?
I think so yeah
That's the reason
really? ok well shit, I never use this skill generally - thanks ill unspec now
fixed, legend!
Yeah the frenzy node specifies while you are able to jump backwards in time. And future focus changes it to "forward in time" on the 2nd use
Same thing happens with immutable past, since you can't jump back anymore
Yeah true not sure why I didnt notice when reading haha
Increased minion damage does work
just tested it
So that spell benefits from both minion and player spell damage ? Also the spell never converts right ? If I have cryo mages and disabled all other the spell will still be necrotic ?
Does not benefit from normal spell damage
You're getting the dps difference from something else
Not sure about conversion
Well that's weird , the tool tip changes the damage if I add flat spell damage , not minion spell damage , I will try to figure later after work how to test if conversion works
Well maybe but when I was testing yesterday intelligence for example also increases it
Tooltips for minions in general aren't super good and there are plans on improving them. But especially tooltips for skills that minions cast just don't work at all, they basically give the dps for if you were casting it, not the minion
yes int will increase it
Because it gives your skeletal mage damage
Ahhh right , I get it now , so my crit chance and DMG has no effect , but the minions one does then correct ?
yes
Thanks brother that helped a lot , will do some convert testing later 👍
so no response to my inquiry yesterday. cool
Not intended, please report it using the in-game tool (F8)
k, thanks
does Abyssal Shadow Summon Skeletal Mage cosmetic also work on Death Knights?
For perk tiers 6 and 11 of CoF, do these mechanics work as rerolls or are they floors? Trying to understand if they make t6 and t7 affixes more common or just t6s.
The perks are "affixes are 50% more likely to be exalted" and "items that would drop as rare have a 25% chance of becoming exalted"
These perks could both cause T6 or T7 affixes
Thank you!
Has there been thought given to a marksman skill that makes your ballistas fire at what you're firing at? like a sync fireing squad type thing
Does the minion command key not work? (A by default)
I mean it does, but like Aerial Assault lets you auto target them without giving commands, I can't bind the minion command button to my right click as well as letting it cast a different skill
Does cof double lp chance bonus work on primordial uniques you buy from a
Skarven?
Yes
Hiya! o/
Spirit Xylem provides a buff when you're above half mana, and another buff when you're below half mana. How does this interact with rage when shapeshifted? Does the buff depend on being above or below half rage? Do you not get either buff, since you don't have mana?
rage is mana, it should work the same, above/below half rage
Rage is orange mana
Oh, I had no idea :O I always assumed it was considered a different resource. Thanks a lot for the answers <3

🟠

In the multistrike skill tree, does the Determination node increase the damage of smite swords cast by the Hallowed Arsenal node?
Determination is "x more damage at max armament stacks"
Hallowed Arsenal is "each additional sword is replaced with Smite"
No, Determination gives multistrike (and all of its subskills) more damage. Much the same way that an affix worded "more damage with multistrike" would. Since Smite is a player specializable ability, the casting of it is done by the player and not by multistrike. Therefore any damage modifieres on multistrike won't apply to smites triggered by it.
hello mike
i just came across a funny interaction with focus, where there is a wand corruption that increases spell costs by 4, giving focus a mana cost and making it impossible to use while out of mana (therefore conflicting with the oom nodes in focus and effectively bricking some builds)
i've already reported it as a bug, although technically it isn't one, i was just curious if it would qualify as an oversight that might get changed later, or simply as one of the unfortunate outcomes that might arise when corrupting items? 😂
Hey so for the shop, now that we're starting to get more things in there. Could we get some groupings and sorting? We have the main groups over on the right, but maybe some filters along the top? For example, if I'm looking at skills and I only want to see the Paladin skills instead of just filtering down through all of them? Also could we get some different sorts? Maybe we want to see the newest stuff? Maybe we want them grouped by season they came out by, but I'd really love to also be able to grouped together the skills, so I can see all of the different Meteor ones instead of having to scroll through to find out there are more 3. It makes it hard to find / spend.
Please post suggestions in the #suggestions channel, things in this channel don't get logged/compiled for consideration
Oh shit sorry didn't even notice that channel, thanks!
does area level or corruption affect LP chance for primordial uniques from Skarven? (does it matter if you buy from him at the Garden vs. in an empowered mono?)
No
cool, thx
I don't think that there is an issue with this to be fixed really. Lots of gear makes various skills not work.
Are there any mastery overhauls expected for season 5?
Overhauls might be a strong word, there are some new skills coming that will make some updates necessary. We'll see how much they change when we get in there.
so ive done enough fractured prisons to get 35 exulis amulets now, and not one is rampancy with brutality (the only one i actually want). Am I just that unlucky or is something bugged where that combo doesn't drop because after nearly 4500 hours of playtime im close to uninstalling this game 😭
the chance for any combo is 10% so you're unlucky but not stupid unlucky yet. the variance on small chances are high
sadly the rng gods are truly fickle
hey mike, question about one shots: is it intentional that the new boss (vision of the observer) cannot be killed in one blow?
and if it is intentional, why was one shot prevention not implemented for uber aberroth as well?
also completely unrelated question: the "escalation" node in disintegrate says both "more damage" and "increased damage" - which one is it?
Why does Necromancer only have 10% dmg reduction?
Certainly a question only EHG can answer, but based on the fight and the way Omens work, it makes sense to me, since the humanoid baddie guy is swapping periods of invuln with the Omen. Uberroth has the Harbinger phases, but only when they're out at the same time like Vision is at the start, and not tied to a specific mechanic flavor like Omen windows. Also, ofc it's you asking about one shotting bosses😂
yea, we're always experimenting and we don't get to make too many bosses so we make them different in different ways
Cloth classes are typically less potent when it comes to straight DR. It's one of the core themes of a heavy plate class. Are we counting the minion damage sharing in that 10%? Those minion also do help mitigate damage in several other ways. Sometimes that is through healing or ward generation.
Its more. Pretty easy to test, but still worth the ask
(I'm not sure it's possible to do that node as "increased" even if we wanted to.)
wait this sounds interesting, can you expand on the reasons it might not be possible?
is it because it happens during channeling? since conditional increased damage modifiers are a thing and this looks like one (if it was increased not more).
basically yea, the way we modify an active skill's damage is always more. It doesn't go through the stat system.
Do you know how warpath circumvents this? Since it's a channeling skill that's able to receive stats seemingly dynamically and pretty much doesn't snapshot. I get how the whole subskill works and that there're manual exceptions put in place for stuff like the chariot boots to not work on the channel but only on the subskill casts etc.
But how come the channeling skill of warpath itself seemingly doesn't snapshot/can get stats mid channel? Is it somehow the case that it's not the warpath skill casting the warpath_hit subskill but instead your character and warpath_hit just yoinks the tree similar to stormbolts and stuff?
Even with great ward , healing , life , max res , endurance etc ... , she still feels very squishy
Thats sounds like great #feedback
It's precisely because it is creating new sub skills to deal damage that the ability's stats updating affects the damage.
Ohhhhh so the mutator/passing of stats is dynamic, meaning even if warpath (main skill) snapshots, the subskills it casts don't?
In that case how do skills stats update? Do subskill casts invoke the mutator of the parent skill? Meaning that with each cast of a subskill stats get passed down the entire chain instead of just from its immediate parent? Or does it work some other way.
Also if I'm misunderstanding the role of the mutator please correct me, as far as I understand it's the function responsible for basically everything that affects something (usually skills), passing on stats, properties etc.
Necro minion do not heal besides if they die and thats 10% hp, you are not dying of chip-dmg you die to stuff basically 2shotting you at 4k hp. Minions even if they draw aggro do not block stray projectiles or aoe effect which again 1 or 2 shot you. Ward generation is a cool sustain feature but it doesnt matter if you have 5k ward and 3k hp if what hits you just is a damn 9k Beast Projectile.
Can I imprint unique (for example Red Ring) in Warlord's Riches? Will it drop from champions or is this imprint only related to exalted items?
It doesn't work on uniques
You can put a legendary in it and have the legendary affixes do the same thing as a normal item with affixes would, but that's about it. It doesn't drop uniques
ok tyvm
I feel like you know just enough under the hood to be really confused and really confusing. Probably from me giving shortcut answers over the years. I'm not exactly sure the answer to some of those questions. I hope this helps.
Whenever a skill is created, it has the option to go through a mutator. If the thing (player, minion, skill, object) creating it has a relevant mutator then it will be affected by whatever that mutator is set to do. That mutator can do just about anything and is bespoke for that specific skill. The fireball mutator is extremely different from the lightning blast mutator and if you tried to feed one through the other, very bad things would happen. Mutators often add mutators to the skill they are creating so that the skill can make on the fly adjustments to the subskill they are creating. This can chain down several steps. For example, Earthquake I think chains 4 mutators in its most basic form. Windup, hit, seeking and secondary.
There are lots of components (scripts) that we have created which can be attached to an ability object which has some effect on the ability. A simple example of this might be Piercing. We have a script which causes a projectile to pierce enemies hit. It has a property to select which type of piercing, chance or quantity. The mutator will add that component and set the relevant variables to match what the player has spec'd.
this is still #feedback
So basically the thing creating the skill is responsible for giving the skill its mutator, which is usually made specifically for that skill. So in warpath's case the player creates warpath through a mutator which in of itself has the warpath_hit mutator that warpath_hit gets created through every time it is cast. And the warpath_hit mutator can basically just do anything for warpath_hit, including giving it stats directly from the player, circumventing the snapshot of the warpath channel parent skill and getting the stats directly from the player instead of the parent skill for example (not saying this is what it's actually doing, but it could?)
No, the thing doing the creating has the mutator. The player has the warpath mutator and warpath has the warpath hit mutator.
Oh so the warpath_hit mutator isn't passed to warpath through the players warpath mutator but is inherent to warpath itself?
would make sense considering warpath_hit is specific to warpath I guess
the player's warpath mutator could add the hit mutator if it wasn't already sitting there but because we know it will almost always need it, we do have it pre-created on warpath
Gotcha, and the warpath_hit mutator would have the ability to do basically anything, including grabbing stats directly from the player object each time warpath_hit is created yes?
it can (I say that because I'm not sure if it does)
Another question, can you invoke a mutator without creating the skill? or is it literally just a constructor for the skill object?
Technically yes but that's gonna be a real confusing answer. What do you mean by that?
Like could warpath itself invoke the players warpath mutator to create a "fake" warpath who's only job is to invoke warpath_hit to create a warpath_hit object with fresh stats from the player, skipping actually casting warpath itself
if you wanted to do that, you would just have it tell the player to create the ability object
like we have our warpath channel instance that we're not touching, but we want to still do calls to the warpath mutator to create fresh warpath's that can create fresh warpath_hit's so that we get dynamic stats
But if the warpath_hit mutator is in warpath, can the object it creates still be cast by the player?
technically that's what VK warpath echoes are
that makes sense
but warpath itself doesn't do that right
or?
like it's getting dynamic stats to warpath_hit somehow lul
well, warpath calls the player's abilty object creator to cast warpath with use type echo
the stats on warpath are updating dynamically from a component so warpath hits get updated
okay yeah that is basically what I described dope, but you wouldn't do that for warpath_hit since the warpath_hit mutator could just grab the stats from the player itself right?
not for normal warpath no
So the parent warpath skill is the one getting its skills updated dynamically?
as in the channeled instance
yea
does the "component" that does this just do it every few ticks or something?
it will have some set interval yea, fast enough that it's hard to tell but slow enough that it's not a big performance drain
Okay, why can't minions do this x)
they do
how come they snapshot then? O.o
with basic stats?
pretty sure we fixed this in 1.4
ah yea, I never play minions so I'm not completely up to date on them lul
I think that basically covers everything I was wondering though, thanks a lot for the in-depth answers!
just in time to patch haha
Heh 
its more a reply to a statement that mike said that necro has enough dr. I still put in feedback what needs to be done.
Actually one last question, this is more to make sure I understood the system correctly. For stormbolts, whenever something wants to cast a stormbolt. It usually just calls the players ability object creator which invokes the stormbolt mutator which can look at/has the gathering storm tree (which lives on the player object afaik) and apply any taken nodes to the stormbolt instance it's creating right?
But when you for example cast summon wolf, it goes through the summon wolf mutator which adds the storm bolt mutator (which includes the gathering storm tree), when the wolf then needs to cast stormbolt through the stormborn node, it will invoke its own storm bolt mutator so that its stats get passed down to the storm bolt and still benefits from the gathering storm tree correct?
Primalist is also a cloth class but he has a lot of DR in his nodes. Also the cloth vs armor system is an old rpg system.
kinda, stuff doesn't really look back, it has been previously told what to do in different situations so it just acts. When the nodes are selected, the mutator is updated so it knows what to do when it is called upon and doesn't have to go figure that out.
No, we now have a way where actors can use another actor's mutator. So the wolf is actually using the player's mutator.
Gotcha so the tree is basically a part of the mutator and whenever you take a node the mutator gets updated
is my MTX bugged or something as its blurred out (the red one)
If you think you've encountered a bug please report it using the in-game tool (F8) even if it's not bugged it would be valuable feedback
no, the tree sits in the UI and is completely distinct from the mutator
might be an issue with the patch that just went out. try restarting steam
I mean I didn't mean that the tree was literally inside the mutator but more like the mutator has a bunch of checks to see:
- does player have node x, if yes apply ....
- does player have node y, if yes apply ....
Etc (obviously also taking into account how many points in the node). Or how would it know what nodes you've taken in the tree otherwise?
Yea, that's not how it works. When you change your tree, the tree goes and sets all the variables in the mutator to know how to act when called upon. The mutator has no knowledge of node structure.
So the mutator itself is an object?
it's a component (script)
So kinda like how you can tell a transform component to change the position of the object it's in or whatever, you can tell the mutator component to change what it should apply whenever you create a skill through it? I've never really dabbled with game engines much. To me this just sounds like objects inside other objects lul
yes
relating back to our previous example, the Fireball Mutator has a variable pierceChance which can be set by Fireball's skill tree (or anything else that was creating fireball if it had its own mutator). When that mutator goes to mutate a fireball cast, it would see that it had its pierceChance variable set somehow and give the fireball a chance to pierce.
Ahh I see
So the mutator isn't instantiated every time, it kinda just sits there (in the player or skill game object) and spits out fireballs when needed
I'm wondering with the new spellblade passive, would the nodes in Enchant Weapon that add flat cold melee damage then be converted to flat spell damage at the 40% rate, or does the flat melee damage have to be on your weapon to be converted via the spellblade passive?
Just checking, you mean this one?
40% of added melee damage on weapons is also gained as added spell damage
It does require the damage to come from your weapon. Enchant Weapon isn't actually modifying your weapon item.
Is Gauntlet of Strife like Temporal Sanctum where if I leave an item in the slot I can retrieve it if I go back later? I left my relic and don't have a replacement AND don't have another Gauntlet of Strife map 😭
I'm not 100% sure because I haven't tested it personally but it should be. All of those item slots are implemented the same way and are secretly part of your stash the same way your forge is.
This is what I assumed and I'll let you know what I learn. RIP though
I think I want to try out a little experiment with this channel. I am going to be more open to hearing about feedback and suggestions here. I'll still probably suggest adding it to their respective channels but I just want to say that it's more welcome in general from me now.
Are you guys planning to add any way of increasing forging potential? 99% of my exalted items can't be finished because of it. I feel like runes should be the bottleneck not FP. It is unexciting to not be able to finish an item because of low FP
Full shave for next stream? 😉
I'm too scared, but that does remind me that I need to trim the beard today.
Imagine your kids face 😄 mine are older but last time I shaved it all off I had one telling me I looked great and one was angry 😄
But Mike's beard is such an accomplishment!
They have never seen me without it and one is young enough that he would probably just cry.
I dug into this topic quite a bit on a reddit thread over the weekend. The really short version is that there are a ton of problems with giving ways increase the FP of any given item. We don't have a good way to mitigate most of those problems enough to really consider adding a way to increase the FP of an item after it has dropped.
Having said that, what I've been interpreting as the underlying problem is not that people want a way to add FP to an item but rather want a way to "finish the item". There are some issues here in that if we go all the way to where the only bottleneck is your stock of crafting materials, we might as well just remove FP all together as it would serve no purpose whatsoever. Personally I'm a really big fan of having FP on an item and needing to do some budgeting on crafting. I think it lets you actually finish an item. Otherwise it could always be better and you're sitting there refining forever.
So what does "finishing an item" look like to where it is satisfying but not exhausting? I'm not sure yet but given the recent uptick in crafting options, I think we need to make some adjustments to FP costs and/or starting values to get us into a better spot.
Oh boy! My two pieces of feedback/design chat is
-
There is too much space in itemization that is fathomable but unobtainable. Anything above a T7 on a desirable base seems almost unachievable, but there is so much more room in itemization than that. I think this is a huge reason we've seen so much negative feedback from imprint nerfs. I like the imprint nerfs because that's clearly not what imprints were intended to be, but I hope EHG adds purposeful systems for players to upgrade their gear in the endgame.
-
Crafting for EQUIPPING exalteds is so much harder than crafting for slamming.
Example: My dream item is:
Gate Staff
T8 EDoT
Mana + regen, Mana+ward gained, Lightning pen affixes, as high tier as possible
This item feels impossible to obtain. The luck of the drop, the forging steps, the FP costs.
If my build had a good unique staff that fit it it would become so much more powerful instantly. I could just get T7 EDoT on anything and slam it. Done.
I still really want to limit the total LP on a per item basis. I think that would open up so much room for crafted exalteds to shine and would also help close the gap from the practical to the fathomable but unobtainable quite a bit.
This is interesting, but it's SO MUCH HARDER to get good exalteds than it is to slam the right T7 on a high-value unique
Yea, I'm not saying only do that but it would lower the bar that an exalted needs to clear to become "good".
Yeah, I hear you. Right now, one of the requirements for Exalteds to shine is just...don't have a good unique for the slot
I've complained in the past that there are almost no good unique elemental staves. The actual heart of that complaint is that it feels very punishing to not have a good unique for a particular slot due to the way crafting works and slamming works
I feel like I could grind hours for many exalted helmets only to completely fail at crafting because of low FP. I am trying to craft a helmet with primordial reduced channel cost with any %mana, %hp for warpath. I already tried many times and all were failures
that's a really good thing to go put in #feedback
Yea, like we are talking about crafting a really top tier item here and I'm not sure how high corruption you're farming or how high you're trying to get the other stats on the item but it is reasonable to have some expectation of hitting some version of that if you're really targeting it.
what exactly higher corruption does to exalted items? more tiers? more FP?
yea
(both)
any tip what's the good corruption then? maybe I should just raise it to the moon I feel like my build should be able to
I was told anything past 1000+ gives less and less rewards?
Beyond 1000 a lot of scalings have either stopped or slowed down significantly
so 1k is usually a decent "goal". But more is always better if it doesn't slow you down
if we're talking about farming at 100c, it's unlikely to be able to hit that easily. I don't have a good idea of exactly where the expectation curve on that item is but my gut says you should probably be able to make it happen around 300-500c. Should just need a T7 exalted with 2 of those 3 stats on it as a base.
IMO, there's a few factors that standout in the Exalted/Reforged vs Legendary situation that makes getting something 'usuable' feel particularly frustrating
- Base item type matters, which either significantly limits the initial drop pool for consideration or requires spending precious FP to Glphy of Envy and get lucky
- Glyph of Despair is frequently used as a tool for slam fodder to get an affix out of the way, but in many cases wants to be used for desirable affix in Exalted/Reforged crafting (e.g. Seal T1 Vilatria's) which further decreases crafting bases or adds additional RNG and strain on FP
- All affixes matter (or you want to matter) when crafting an exalted vs say prepping something for a 2LP slam, I can focus on the 2 affixes I care about as it was probably a failed slam if I didn't get those 2 anyway (and I can RoC and maybe get lucky anyway). As a result, even more FP is being spent on removals/glyphs of chaos for the exalted craft.
Then being able to get over all those hurdles multiple times to risk corrupting something can feel insurmountable
To me, the suggestion to allow adding FP to an item (and limit it from being slammed) is to make getting over some/all of the above hurdles achievable without it also making crafting slam fodder practically a guarantee
what if Glyph of Envy could only upgrade the base to a higher tier and not just randomly reroll ?
Yea, this was the catalyst of the reddit thread I referenced earlier. I'm gonna be lazy and refer back to it.
https://www.reddit.com/r/LastEpoch/comments/1svnebs/season_4_is_fantastic_however_we_desperately_need/
TLDR: it would require a once per item effect and this would add a secondary flag like half corrupted which we could do by just increasing base FP and not bother with the extra complexity for no more depth.
I'd personally prefer it to require a modifier glyph to sit in that function but I really like that idea. Toss it in #suggestions
I did see someone mention reducing/removing the FP cost from materials that are typically used when crafting an exalted to wear but not to slam. I liked that a lot.
Add a new rune that has a 75% chance of adding FP and a 25% chance of ruining the item 
also forge usually uses a wide range of FP maybe call it unstable Forge which always start with 1 FP but has high top values and then give us something like stable forge where values are fixed or low range like 5-10
idk kinda brainstorming now. I am annoyed with this low FP 😆
but what if slamming took FP so there is less FP to craft slam exalted.
1LP unique needs exalted with at least 10FP left, 2LP needs minimum 20FP and so forth
same problem, see above
(ultimately I think just either increasing FP or decreasing/removing cost is the play, since anything else would add complexity where it's not really needed imo)
a glyph blocking exalted items to be used in uniques but gives a good amount of FP - THIS PLS 😄
that's interesting, I think you'd see an even bigger emphasis on perfect slam or bust because people wouldn't build up the other affixes to T5. I'm not sure if that helps the non-slammed exalted shine much either.
sorry missed that one
I'm sorry everyone, adding FP to items after they drop needs a radically different idea to be even considered at this point. More than once I've been in design meetings where we had the rune that adds FP planned out only to have someone come in the next day to remind us why we can't do it. I've pitched it a half dozen times myself over the years.
this does feel little bit of suffering from success, you guys made so many good and interesting uniques that most builds can find one they can use in any slot
it's a fine line
An unpopular opinion I have is that legendary slams should max have one exalted affix, I guess it would be the one you choose, and any other exalted affixes get demoted to T5, Would put a lower roof on the amount legendaries scale alongside exalted items and maybe let exalted items roof get a little closer to legendaries
Does the more damage vs spreading flames 'Inferno' node in Firebrand convert to lightning? It doesn't specify that it does.
the chance to apply vs ignited converts to a chance to apply vs shocked and the more damage part still checks for spreading flames but the more damage is ~~generic ~~so it does ~~still ~~ [not] work. Spreading flames just doesn't get converted to spreading lightning or something like that.
it does say 'more fire damage per stack vs spreading flames' so you're telling me its not more fire only?
you're right, it is still fire damage so that's a bit of antisynergy
bummer it wont work with my lightning damage. Thanks for the answer
oh right I did have actual question when I came but was captivated by the FP talk
- why doesn't manifest armor have fire or spell minion tags when it has baseline capacity to counter with forge nova when hit, just like how bone golem has spell tag because its innate ability to counter with bone nova when it is hit.
good call out, I think that's just a mistake
One of the massive bottlenecks I've run into is getting desirable subtypes. I'm trying to do a Harmony of the First setup, actually equipping exalted items instead of slamming them into uniques, and Glyph of Envy absolutely does not cut it because there are so many subtypes. (I've left #feedback and #suggestions on ways I think an alternative method for subtype changing can be done.)
I've managed to find I think 8 2T7 items so far after a lot of echoes and Nemeses (that I could theoretically attempt to Havoc and Removal craft into good items), except literally none are the subtypes I want, and the odds of Envy hitting are so bad I actually don't even want to try, since after that I still have to deal with Havoc and Removal RNG most likely ruining them (to say nothing about corrupting them).
It's funny you mention Harmony. When we first revealed the item, we thought that crafting the perfect items to go with it would be tough enough that it would be balanced and the "what if" items were seen as guaranteed so the theorycrafting pre-patch put enough pressure on us to nerf the item before it even dropped.
and the "what if" items were seen as guaranteed
I wasn't playing as much then, but if that was the community's view, I'd have to guess that was in large part because of the pre-nerf imprinting (and also no corrupting rng to consider, but I think it's kind of fair to set corrupting aside). Like, it would have been much easier to get multiple-exalteds and even the preferred base back then.
I also don't think buffing Harmony would be a good solution. In theory it can get very powerful with its current numbers. Raising the cap on its power potential doesn't really smooth out the issue of getting gear that progresses the build and might open up a can of worms toward the top end.
can someone help me? my legacy char dont have access to The Forgotten Knights faction
Do a level 90 timeline boss in unempowered
thanks!
@placid plinth what are the chances of aftershock change to upheveal happening? im really hyped
I'm sorry, I don't have updates on suggestions available. We haven't even talked about it though.
oke, i come next week owo
Please do not check for an update each week. I will not have an update for you.
smodg
I would never get any work done if I was constantly checking for updates on every suggestion that came through.
Hi Mike, is this node supposed to work with Skeleton vanguards ?
No, it shows the skeletons which it works with below
Out of curiosity, why make glyph of envy a glyph instead of a rune?
when doing "large" idol prophs if Im after primalist ones and do them on my sentinel i'll get considerably less? any rough idea how much less or is it just random for all classes?
Mostly just because it was designed as a replacement effect for the previous one and this allowed players to not just lose them all.
I'm not actually sure if class affects Idol prophecies. I think it should. It would be very easy to test as if it is less, it's a LOT less. Just do 1 on any class and see if they are mostly for the class you're playing on.
I ran them on my primalist first and when I hid all mage/rogue/etc tons of stuff chopped off the screen like at least half of it
ill test it on the sent when I get home from lifting stuff up and putting it down again - just so slow on my bear vs warpath lol
I know they didn't have class bias in season 2. I reported it as a bug and provided feedback. Farming idols is painful enough as it is
Is there some way to get T6/T7 double exalts as a CoF player that I'm missing?
I'm at 2300 corruption and my prophecies are dropping 66% of items as T6. I go through 90 exalted daggers (if I'm lucky) before even one of them hits T6/T7 and it immediately bricks to the rune of removal.
The nerf to imprints is killing my will to play the game. I have 7 LP3 daggers that I can't use because I can't get double exalts with the imprint changes and the lack of double exalts.
Please tell me there is some type of mechanic in the game I happen to be missing that helps with this issue?
I doubt you're missing anything. There are a few things going on here.
One, we did over nerf imprints and we've been discussing the best way to fix that.
Two, last season they were OP and expectations skyrocketed.
Three, the drop rate bonus difference from 1k to 2.3k corruption is not as big as it seems because it hits heavy diminishing returns.
Can you discuss a little how the diminishing returns works. I was looking at the graph on tunklabs and it looked like the scaling is linear for non-boss drops. The tools tip also scales linearly in what it refers to as "rarity" so I'm a little confused about how it's working.
Also, I want you guys to know I think you did a great job overall with the season. I bought a supporter pack this season because of how good it was. This ask the devs channel is incredible how you and the mods respond and even in game in global chat.
Sorry, just on my phone in-between sets here before bed (leg day). I don't know the exact scaling off the top of my head but I can look it up tomorrow "during office hours" if you remind me. (Tunklabs is usually pretty accurate though)
I played season one and twoall the way through. but my build was only able to get to about 300c. It was just a homebrew non-meta build. In season 3 I played for a few weeks and still wasn't able to make my build work out how I was hoping it would so I didn't get a lot of experience with the systems in S3. This season my build came online because of the doppleganger set. It's not the meta one shot thing everyone is running but it's still good and works for me. I'm sure balance changes will come next season since the rogue set and skills are pretty OP this season. It's definitely been a fun ride though.
I realized I think what made my build so difficult in season past is that i had to always be in melee as shadow cascade and the bosses often have a lot of unfriendly melee ground dots that make it hard to manage that. Shadow rend being able to activate my shadow cascades from range really opened up a lot this season.
That's okay. It's good to know that there is actually diminishing returns. I just thought it was straight linear looking at the in game rarity tooltip and the top graph on tunk labs. it makes more sense knowing that it's not linear.
It's probably drop quantity that diminishes
Yeah, it's still the same currently, no class weighting for some reason
Just did 1 proph and it dropped 24 idols using sentinel, 5 were sentinel, 8 were primalist other 13 mix of rogue/mage etc looks like no class bias, good to stack on my speedy runner ;D
Be default, does a subskill inherit attribute scaling from its parent skill? For example, Iron Blade on Vengeance tree doesn't have the Strength tag but Vengeance does. Meanwhile other subskills like Energy Wave has the Strength tag even though the parent skill Rive already has it.
Yes
The parent skill gains stats from attributes which it then passes on to its subskills like any other stat. Your skill would need attributes for the subskills attribute scaling to do anything, and there's no way to give skills attributes.
How does this work with subskills whose parents don't have attribute scaling? For example, Holy Flame Burst lists attunement scaling but the Holy Aura parent doesn't have any attribute scaling. Similarly Reap lists Dex/Int scaling but the parent Reaper Form doesn't have any attribute scaling listed.
Either they're exceptions to the rule and get their attribute scaling directly from the player using their mutator, are cast by the player and not the "parent" skill, or they just don't work
💀 and I don't supposed these are documented anywhere, are they
holy flame is directly from the player
holy aura just gives you a chance to apply an ailment
it's kinda like shadow daggers
just to double check, lava burst from shield throw still follows parent attribute scaling (str/dex), and doesn't scale from its listed attribute scaling (attunement)?
is there anything I can check on letools for example to differentiate these different types?
usually yes but it's a little weird. I'm a bit busy rn so I can't really get into it but I'll ping you later today and try to explain it if you want
would be great, thanks
Whenever Shield Throw ricochets on an enemy or ally, it casts Lava Burst, a spell dealing fire damage to all enemies near the impact.
...IT casts Lava Burst.
That's the big clue for this one. We probably should have alt text explaining for each situation though.
speaking of parent-subskill relation, for melee/spell tag, subskills properly follow whatever they're assigned instead of using the parent's tag, right?
This somewhat explains the mana cost problem then? Brutality boosts damage based on mana cost but it only applies to the player. So when a node like Fiery Justice in the multistrike tree casts forge strike and consumes mana to do it, brutality doesn't buff the dmg because the conditions of "player uses a melee skill that costs X mana" isn't met. The skill the player cast cost 0 mana and the skill multistrike cast cost 40 mana.
The same exclusion seems to apply to Bladestorm in the multistrike tree.
Sentinel has had the "crushing blows" passive for a while, so is this mana consumption exclusion intentional or just never really noticed?
Mana consumption is not mana cost
Nothing that specifically calls for mana cost works with mana consumption
Yes, just to be clear though, it's not that a sub skill is scaling off its parent's attribute. It's that it isn't scaling off any attribute and its parent has already scaled off of it.
Generally yes. So in LE-Tools a way to tell weather or not something is cast by something else is through the skill sources tab. But you need to know some things to utilize it properly and it's also not a gospel since there are exceptions to the rule. Things to note are:
- All skills with their own tree inherit nothing from the skill proccing them unless specified in a node of the "parent" skill.
- Just because something is listed as the source of a skill does not mean the skill is actually cast by said source, it just means that the source results in a cast of the skill, but the "owner" of the cast isn't specified.
- Each skill, including sub-skills, only ever follow their own tags. The reason behind sub-skills seemingly "borrowing" the attribute tags of their parent skill is simply because they're inheriting the stats from the attribute bonus of the parent skill just like they do all other stats. They aren't literally gaining the attribute scaling/tags of the parent skill. The reason their own attribute scalings don't work is because the parent skill would need to have said attribute, and you can't give skills attributes.
I'll try explaining a little more on the last point. Basically whenever a skill is cast it gets stats and modifiers from the thing casting it usually (the parent). And for attribute scalings it converts the attributes on whatever owns it into stats which then get applied to it. But if the parent is another skill, then it won't have any attributes, since it's a skill. Only players have attributes. You can't give dexterity to a skill, there is no +x dexterity to melee skills stat or anything.
The reason I could tell that flame burst didn't come from holy aura for example is because if you look at the sources of holy flame burst you'll see that the only thing "proccing" it is the holy aura flame burst proc ailment. And holy aura actually says this in the node, calling the ailment "fiery inquisition". So all holy aura does is give your character a % chance of applying "fiery inquisition" which at max stacks procs a flame burst. But the "parent" of said flame burst will be your character and not holy aura since holy aura just gives you the ailment chance, and doesn't proc the skill itself.
Reap is a different story entirely, it's a skill you're using directly, it's not a sub-skill of reaper form or anything, it's basically like casting fireball. So it will use its own attribute scalings
A pretty straight forward example of a sub-skill would be something like shrapnel for meteor. If we look at the shrapnel sources we can see that it can be cast as a result of some nodes in the meteor tree, but to know WHO is casting it we need to look at the actual nodes.
fun fact, shrapnel is actually a grandchild of the initial meteor cast as the falling meteor and the impact hit are 2 different spells
Wait actually shrapnel isn't a normal sub-skill lul
I didnt read the node before saying that
but why 
okay bad example rofl let me take a different one, but I guess this is a good example of what an abnormal sub-skill looks like
, they usually tell you inside the node. So even though I had a wrong assumption It's cleared up without having to ask Mike or anything usually hopefully :P.
I feel like all the super straight forward sub-skills are the baked in ones but those don't make for good examples lul
🤯
Oh here is a decent example: Bone splinters from marrow shards. Bone splinters itself has the tags Physical and spell. While marrow shards has the tags Physical, Spell and intelligence. If we look at bone splinters there are two different skills with the name, one comes from marrow shards, and the second comes from the first bone splinters (a little confusing since they have the same name). If we look at the one that can come from marrow shards and go to the nodes that it originates from we can see that the "bone splinters" node for example specifically says that marrow shards creates the bone splinters. If it had said something like; "you cast bone splinters when marrow shards hit" or something then it would be the player rather than marrow shards that casts bone splinters.
And if we look at the info tab of the bone splinter skill that marrow shards casts we can see that it has a baked in sub-skill of its own, also called bone splinters (this is the second one that comes up when we search for bone splinters). Which is basically the projectiles that are actually dealing the damage.
This creates a 4 deep chain of stat transfer. Going first from the player to marrow shards, and then to the first bone splinter and then to the second bone splinter sub-skill.
And notice that neither of the bone splinter skills have any attribute scalings. But because marrow shards gains 4% increased damage per intelligence. If your character let's say has 10 int. Marrow shards would gain the stat 40% increased damage, which would then get transferred over to the first bone splinters as generic increased damage, and then to the second bone splinters as generic increased damage. The bone splinters have no idea where this increased damage originated from, whether it was gear, passives, a prior skill in the chain etc. All they get are stats. And if they did have attribute scalings they would do nothing because for example when the second bone splinters is cast it would look at the first bone splinters and ask "yo how much int do you have" to which it would say wtf are you saying I'm a skill not a player character I don't have attributes
Would this apply for "subskills" that doesn't exclusively belong to that tree? For example, bladestorm's blade detonation is creating caltrops, which is also available from other sources.
Oh man caltrops is a doozy 
So caltrops is fairly unique in that it will scale both with its parent skill but also from all other things that affect globally
it's afaik the only sub-skill that does this, new tech basically
Caltrops is a very unique case where if it did have an attribute scaling it would actually scale with that attribute despite being a sub-skill and scaling with its parents stats
uhh actually I recently tested it and caltrops from blade detonation dont scale with any nodes in bladestorm tree
maybe because it goes blade storm -> blade detonation -> caltrops
while it scales with net nodes since its just net -> caltrops
Yeah I'm guessing its something to do with the middle-man sub-skill in this case
it's basically made to work case by case, it's not something generic
Wait does blade detonation itself scale with the bladestorm tree?
I actually forgot to look at that 
I have a feeling it doesn't, I'll check. Both the wording and its stats are very suspect lul
it seems to inherit the conversion at least
that doesn't really matter
okay blade detonation does scale with the bladestorm tree
Yeah this is a weird one because the caltrops hit doesn't seem to be scaling with the tree but the bleeds from the caltrops are x). Like I said caltrops is maybe the weirdest skill you could have asked about
The caltrops also get stuff like the shadow daggers and bleed chance from the tree
so they do scale in some ways, just not everything for some reason
Honestly might be a straight up bug ngl. Either that or it's only inheriting stats which more damage nodes aren't.
Thanks, and so with the exception of the outliers, generally grandsubskills would inherit the scaling from the original skill right (or to use Mike's words, inherit the % increased damage the parents get from the attributes)
correct
Only the thing you are pressing the button to cast sees any attributes ever
everything else just sees stats that have been passed down to them
(In the case of sub-skills)
If something causes your character to cast something and that thing has attribute scalings it'll see your attributes since its cast by your character, An example of this would be fire aura, storm bolts
or shadow daggers, or flame burst
etc
got it, thanks! ❤️
More damage nodes are stats (well really the stat is 'damage' and they modify it) unless they are conditional on enemy state
Kinda, I don't understand it fully myself I think but it seems that more damage nodes in general don't go through the normal stat inheritance or something. I just threw a guess out there that it might have something to do with it. Or maybe I just misunderstood what Mike meant here and they're normal stats like everything else.
(normally subskills inherit any generic more damage nodes from their parent skill)
What Mike is referring to is something different, which cannot be passed on through stats (so really that case should be added to the list of exceptions along with enemy conditionals)
Oh yeah I think you're right, he's referring to giving it more damage after creation/while active. That makes more sense.
Found the thing I was basing that off: #👨┃ask-the-devs-not-support-no-bugs message
So yeah it's probably something wonky specifically with caltrops going on for its hit damage not to go up with the generic damage node in blade storm. Since the bleeds it applies do have their damage increased by the same node
Caltrops is now more confusing than shadow daggers 
Yep, new tech brings new confusion 
@crude plover speaking of scaling on subskills. I'm looking at smelters wrath and the subskill furnace, which probably appears in virtually zero builds.
Lastepochtools says it scales with cast speed. Does this imply that gear with increased cast speed would increase the frequency with which furnaces are spawned while channeling smelters wrath?
no
Same as how disintegrate "scales" with cast speed, the only thing that actually gets faster is the initial cast animation. But because you're not even casting furnace (Smelter's wrath is), it won't do anything for it
It "scales" with cast speed because it's a Spell
Hey all, question for Rogue Bee build: The acid flask toxic salvo node (3 flasks per direct cast, more mana cost) says that enemies can only be hit once, but what about friendlies? Can my bees get multiple coats from one cast of acid flask if they are in the aoe of 2+ circles?
once as well
but if you turn it into a trap with alchemist's gift it can shotgun both enemies and friendlies
Huh, neat! TY.
I want to ask if the Shatter Totem skill changes from Physical tag to Cold tag when I switch Thorn Totem and Upheaval to Cold.
When you convert Upheaval yes
Thorn Totems no
Why doesn't the Physical tag from the Shatter Totem skill in the Upheaval tree change, even though I've converted Upheaval to Cold?
Do you mean that alt tooltip when you're hovering a node which references shatter totem?
If yes, that's because the way that we adjust those tags is through the ability mutator. A tooltip will show what the ability mutator will do when it casts the ability. Tooltips only see the mutators that live on the character. Shatter Totem's mutator lives on the ability object upheaval and is created when the ability object is created. So it doesn't exist to reference and isn't on the right object to be referenced.
Question related to Rift Beasts and Prophecies:
If I was to have a prophecy trigger requirement to be "Kill rift beast", and the prophecy reward is uniques; will it then have access to the Promordial Uniques table?
Or worded differently: can primordial uniques drop through prophecies when the prophecy requirement is "kill rift beast"?
no (also can swap out rift beast for any type of enemy, boss, champion, etc and get the same answer)
hi mike kind of an intricate question but: If i have a 'spell' subskill of a melee skill i.e. Mana Arc for Mana Strike - would that Mana Arc also have a 100% to attach ailments like spark charge? If so, would that spark charge from the Mana Arc benefit from 175% More Damage for spark charges applied by melee skills from Fragment of the Enigma, since it is a subskill of a melee skill?
Hiya! o/
The Primalist's Scorpion can cast Maelstrom with its tree. Scorpion has strength and dex scalings, and Maelstrom has an attunement scaling; so would the Maelstrom cast by my Scorpion scale with all three attributes? :)
tl;dr Strength/Dexterity indirectly scales Scorpion cast Maelstroms, but Attunement does not.
Minions don't have attributes to scale their skills with, but their inherent attribute scaling converts the player's attributes to increased Damage for the minion. Any minion damage modifiers are then passed along to anything they cast, so minion attribute scaling indirectly affects their abilities.
For the case of Scorpion and Maelstrom, the Scorpions you summon are scaled by your Dexterity and Strength (implicitly granting them increased Damage). Frozen Winds then says "Maelstroms cast by your scorpion in this way use your Scorpion's stats, but your Maelstrom tree" so the Maelstroms cast by your Scorpion would scale based on their damage modifiers (which includes the increased Damage that your Strength and Dexterity gave to the Scorpion).
So if you cast Maelstrom directly, it is scaled by Attunement, but if your Scorpion casts Maelstrom, then it is scaled by the Scorpion's stats (which were previously scaled by your Strength and Dexterity).
Thanks a lot for the detailed answer! Much appreciated <3
Damage modifiers are passed along to subskills, but skill tags are not.
To your first question about ailment chance: Mana Arc deals hit damage, so it can apply ailments on hit based on your ailment chance. It's a separate hit from Mana Strike, so since it's always hits anything that Mana Strike hits, that causes 2 separate applications of ailments.
To your second question about Fragment of the Enigma: While Mana Strike is a melee attack, Mana Arc is a spell, so more Damage for Spark Charges applied by Melee Attacks would only apply to Spark Charges applied by the Mana Strike hit, but not Spark Charges applied the Mana Arc hit.
Why do non weapon gear still not look like their icons but just the same 5 or 6 gear models with different colors, its been 2 years, shouldnt this have been changed long ago?
So to be clear: also the mana restored instantly on Mana Strike Hit would also work with Mana Arc, effectively 2x'ing the value; and confirming that Mana Arc would apply the Spark Charges since it has a 100% chance within the skill tree?
The 3d models in game are being worked on. They just make more uniques every season too, so they have been behind for a while.
how are they behind on something that has been an existing ''issue'' since before release
why are they making new stuff instead of working on the old stuff and making it good
I can implement a new unique item's functionality in anywhere from 5 to 20 mins usually. The design process often takes a total work time of a couple hours or so. There is a little extra time for QA too.
Now, making a body armor 3D model that works on each class takes at least an order of magnitude longer.
The departments that work on both halves of those things have very different workloads. The 3D models for uniques aren't competing with with mechanical implementations of those uniques for time, they are competing with the modeling of a new boss or the vfx of a new ability.
another question, how come there hasnt been added a graphic setting to reduce fps drops from visual effects from abilities, when im playing on my laptop even on low settings and with vsync off my fps sometimes drop all the way down to single digits from around 80-90 and it seems like abilities are the culprit
I tested this to double check and the Spark Charge chance from the Mana Strike tree is passed along to Mana Arc (I applied 2 Spark Charges with 1 cast), but the mana gain is not (I started at 60 mana and ended at 65 with 1 cast).
I believe this is because Spark Charge Chance is a damage stat that can be passed along to subskills (like other ailments), but the mana orb on hit is an inherent part of Mana Strike, not a stat.
Thank you for your help!
Hiya, does the viper fangs node in beastmaster convert with scorpions thunderstinger?
Viper Fang gives attack speed and Aspect of the Viper chance on hit.
Aspect of the Viper gives More Dmg over time and chance to Psn.
Thunder stinger converts all psn chance to shock Chance.
thanks 🙂
Another question re: subskill inheritance.
-Are they supposed to inherit damage bonus to parent skills that doesn't come from the tree itself? For example, Phalanx gives more damage with Vengeance per block chance. Would/should Iron Blade inherit this?
-Do they inherit on-hit effects from the parent skill? Again with Vengeance for example, would Iron Blade inherit armor shred chance from Smelter's Vengeance or any bleed/ignite chance from the tree?
yes
when Upheaval is triggered by using Tremor Slam (from Werebear) and Fury Leap, does it count as a direct use?
no
direct use is when you have upheaval on your bar and press its button
For on hit effects, they inherit ailment application chances, but pretty much no other on hit effects.
is armor shred an ailment? or are only DoTs considered ailments
it is an ailment
For anybody willing to answer how to we put in submissions for ettera monthlys build showcase
Is this stat freeze rate multiplier per chill? Since otherwise it doesn't really make sense for it to be written as a %. Other instances of the stat mention it's added and not increased, so it doesn't seem to be increased freeze rate per stack of chill (at these values that would be kinda bonkers)
How does the effect Increased damage with Shadow Cascade per active shadow work?
Does it propagate to each shadow or is it only for SC direct cast by the player?
Example:
If Shadow Masacre triggers Shadow Cascade and I have 8 shadows up. Then how would the damage scale assuming I have 20% increased damage per active shadow with shadow cascade?
A) Zero because it's triggered and not direct cast
B) Each shadow gets +160% increased damage (20% *8, they see themselves)
C) Each shadow gets 140% increased damage (20% * 7, they don't see themselves)
I'd imagine it's B, but prob best wait for an answer from Mike for confirmation
Not exactly, freeze rate per chill is different % modifier that is multiplicative with freeze rate multiplier. I am not sure if it's multiplicative with % increased freeze rate though.
Well this is the formula in the game guide, so would this be a third multiplied stat in the numerator?
Because freeze rate itself is usually stated as just a number, for example 50 freeze rate. and then the multiplier is exactly that, a multiplier for your freezerate stated as a %. There is a stat called increased freeze rate multiplier already present on mourningfrost so the fact that this doesn't say that is what weirds me out
Yeah, or maybe 4th if you include increased freeze rate and increased chance to be frozen
Er, 5th? I can't do basic math lol
The Winds of Frost Blessing is More Freeze Rate Per Stack of Chill so it is multiplicative with increases.
So basically it's:
(Freeze rate * (1 + increased freeze rate) * (1 + freeze rate multiplier * (1 + increased freeze rate multiplier)) right?
and the freeze rate per stack of chill would fall under increased freeze rate
that's what I'm saying lmao
I think it should be called increased freeze rate per stack of chill right
I would have to dig deeper to be sure but I think because it's target conditional, it's multiplicative with other sources of freeze rate but additive with similar sources of freeze rate per chill.
I'm just shutting down the editor to do stream prep though so I can't do a deep dive now
% increased chance to be frozen per stack of chill maybe? idk the current wording is super obscure to me
There is already an increased chance to be frozen (from frostbite) that I am pretty sure is multiplicative with FR per chill, and well it's the wording of a debuff rather than a beneficial stat
Do we really need like 9 different ways to scale freeze rate, I feel like you can tweak the numbers and merge some of these lol. I might make a suggestion post
stream prep? where are you streaming?
twitch and youtube (usually) every friday
starts in about half an hour
wow, how am I just now find out about this lol
I think I've been living under a rock
You can find the vods on their youtube channel https://www.youtube.com/@LastEpochGame/videos
Uncover the Past, Reforge the Future.
Ascend into one of 15 mastery classes and explore dangerous dungeons, hunt epic loot, craft legendary weapons, and wield the power of over a hundred transformative skill trees. Last Epoch is being developed by a team of passionate Action RPG enthusiasts.
Not sure why the last few aren't there
There are 200 or so streams uploaded
they are but don't show up as videos
since they were also streamed on youtube
they're live vods
oh because I started streaming on youtube again
Here is last weeks for example https://www.youtube.com/watch?v=2d6Cqv7wHR4&list=PLKe5tdZxTG1X2L4rQHxmpOqc0PiL8epS4
you can find them all in the playlist it seems
yea, found it
Could prob feature the playlist on the homepage of the channel
good idea
in like 10s of looking I'm not sure how to do that, I'm gonna go get changed instead
In the customization tab in youtube studio there's two tabs at the top, profile and home tab, if you click on home tab there's an add button you can click towards the top that will show all your playlists and then you can re-order them
I would screenshot but mine is in swedish so I don't think it would be too much help x)
Hi, Mike mentioned that we are getting teasers but I haven't seen any teaser? Did I miss something
They will be shown during the upcoming stream which starts in about 15 minutes
W8, its Friday? Dang, this 1st of May messed me I thought it was Saturday
Is Patch 1.4.6 the last patch or will there be a few left?
Umm , the connecting bug issue is still not fixed
That is cryptic though
Not really? hotfixes will still happen if they're needed.
That one is very persistent
Last time I checked it's:
freezeRate * (1 + freezeRateMultiplier) * (1 + increasedFreezeChance) * (1 + freezeRatePerStackOfChill * chillStacks)```
formulas in game guide have not been updated for a very long time.
It happens when you switch to another character
Yeah that was the conclusion we came to at the end. It does mention how the freeze rate per chill stat interacts in the entry just not in the formula screenshot. But like should freeze really have this many components to it x)
I know not bug chat but there's a pretty urgent bug that req's fixing apparently affecting tons of people - reported twice, posted on forums aswell, sorry but be nice if it could be sorted asap. Sorry again.
do lenses targeting knives stack or targeting exalted items
Does the Queen Bee count as "a bee" for the purposes of stats that specifically add things to bees? Like Dex giving poison/elem penetration to bees from hive mind, the apiary set buffs, etc?
I must have joined the last 5 minuted of the stream 😄 Mike, how does the team feel about more regular balance tweaks? Is monthly or fortnightly balance patching achievable in a live service arpg?
Yes, the Queen Bee counts as a bee for bee-related stats
Yes, lenses stack with each other. If you have multiple increased chance to find dagger prophecies, they will add together into a single multiplier. The same is true for increased chance to find exalted item prophecies.
Do woven echos not count when counting distance from the monolith. I just got an Echo of a World spawn that is showing me +6 Base and it's 11 nodes from the monolith.
Distance isn't calculated by the echoes you've taken to get there. Its just the distance between that echo and the center
Taking a short or long path to get there doesn't make a difference. It doesn't care about what echoes came before it or are in-between it and the center
oic
Teaser file.. please please please. 😃
omfg pirates!
Mmmmm box of loot. More tasty caches to open.
Hey random Q - how come you decided not to let us craft melee attack speed on staves?
For the corrupt effect of 0.3% more damager per 1 mana cost (up to 20) is that up to 20 mana cost capping at 6% more or up to 20% more damage capping at 66.6 mana
It was probably just not something we thought was as thematically appropriate when we were initially setting up the affix pool for them. It's also not just crafting, it won't drop on it either.
20 mana, so 6%
Would I be able to add it to suggestions since some staffs are there for melee builds and would go great with that affix or would it not get a look in?
EHG is usually very forward thinking and quick when it comes to quality of life applications, and my buddy who plays shadowrend can cover the entire screen in effects, I wonder if the team have had discussions about having an option to reduct teammate effects in MP? it was a big problem back in season 1 or 2 i forget with the Elemental nova spam rune mage too
always, #suggestions are right there
yea, we've talked about it a few times. We don't have a good solution for it. I think the obvious nice to have would be a transparency slider for non-self cast VFX right? Unfortunately that would require us to remake every single vfx that a player can create in the entire game along with every triggered vfx and all of their cosmetic variants too.
Ah ok, that makes sense, it didn't occur to me that the all the reduced VFX would have to be created from scratch, that explains why it hasn't been implemented sooner.
I appreciate the transparency and insight though, considering I guess a lot of wants/suggestions are a lot more difficult to implement in the back end. Since usually players aren't part of that process, and only pitch suggestions about the end result.
happens all the time internally too. I think I've pitched this a few times myself before it sunk in.
hey mike i was wondering if you know if my guess at the animation rework being the culprit for the swipe on-hit bug at season start was correct
I'm sorry, I'm not sure which bug you're referring to
The bug was the back end/off hand Swipe wasn't triggering effects
oh, probably nothing to do with the animation, they are actually different skills and the on hit effects were probably looking for just the one half and ignoring the other.
Oh that is basically exactly what i guessed
rthat the two different animations were different skills under the hood and the code for connecting the on hits to the backhand/offhand swing got missed
I want to ask. For anurok frog, if I have the "increased area for area skill" affix and then use the julra gloves which apply your stats to minions, does that make the frog deal more dmg?
no, it specifically requires the minion tag in the stat and you are required to have it, to be counted. (I checked the code)
does the Frozen Sparks change this season (Frozen Sparks now grants +1 melee Lightning damage and +1 melee Cold damage per 5 melee damage on your weapon (from “per 10 melee Physical damage on your weapon”).) only count untyped +X Melee Damage, or does it count all +X Melee Damage, including typed (e.g. +X Fire Melee Damage)?
All +x melee damage
yall going to do anything about cribbing multiple alt chars up the corruption ladder on the back of one character's score using confluence of oblivion?
For items with reroll value (like red rings 98%), does corruption improve the odds of it not rerolling?
Next question, does corruption improve the odds of getting LP1 one something like a red ring in a Nemesis? I'm pretty sure I asked this before or saw that the eggs are not affected, but the items not in the egg are affected?
I'm about to start the intense grind for red rings and I'm thinking that volume is key but this would help with the decision to know how corruption works for these things.
No for both. Corruption does increase number of uniques dropped (so more chances for them to roll as RRs) as well as LP chance of items that drop.
okay so for nemesis no, but for prophecies the LP chance will be higher when I finally do drop that RR
Correct (and for prophs, corruption doesn't affect the number of items they drop, but it does increase xp you gain so you can buy more prophs)
My main timelines I run at 2000c, but I was thinking about dropping to 1000c for pure speed farming.
yea, we're changing how characters achieve ladder ranks next season
Mike how awesome has it been to play a successful game that you’ve helped develop? What’s that like?
I'm quite sure it still hasn't really fully sunk in. 12 year old me wouldn't believe it
A lot of actors say they don’t often watch their own movies because they’re always critiquing themselves and it makes it hard for them to enjoy it.
Watching your stream yesterday you really seemed to enjoy it a lot. Congratulations making an awesome game. Im glad you are able to take joy in it.
Fun question: What is the weirdest scrapped item/skill/node etc that has ever gotten fairly close to release?
so rip this season's ladder then...
wip watermark? lol why EHG noded art represent wip specially
It's probably not going to look quite like that once you see it actually in game. We just wanted to make it clear that it is early.
I'm not sure how we could possibly separate the ones that earned spots normally vs not without changing the rules and removing everyone.
Problem with this question is I still hold out hope for most of them. But I guess it would be a way to make warpath spin vertically.
Thanks 🙂
Please pay attention to the infinite spawn of items
like turning it into a helicopter?
or like making its axis of rotation parallel with the ground instead of perpendicular (so roughly a semicircle of it is exposed)?
Is there a reason we can't get corrupted affixes on set items without reforging them into something else?
Hiya - weird one but with lightning wolves having a lightning tag and sharing lightning melee (chance on hit with Lightning Skills to grant your Wolves additional Melee Lightning Damage equal to your Melee Lightning Damage) if i was to land the melee dmg corruption on a weapon as adaptive damage would they use that damage because of their tag? I would be attacking with gathering storm which they also share my tree
Because base sets are designed not to have more affixes.
Corrupting them can make them into reforged and you can corrupt the reforged stuff you make
There has been a dev answer for that earlier but it's past 11pm here and I'm getting ready to sleep so not searching it
No
What exactly was the thought behind claws of the bear and how has it not been reworked to make it actually worth picking? Putting a giant cooldown on the ability just for basically nothing is next level
Both of the nodes that come after it are powerful and it's often used in beast master builds specifically for primal resonance
so basically most of the left side of the swipe tree is utterly useless for non beastmasters, the ability that was made for bear form has a chunk of its tree just incredibly useless to them
Do you have the all time stat of number of rings ascended lol
It's 3 nodes. And swipe isn't made for bear form. It's a base primalist skill
right the claw swipe skill isnt made for bear form, makes perfect sense
It appears there's a cap on chance to not consumer a potion on use? What is the cap?
75
Thanks, is this specified somewhere?
yeah this seasons patch notes, letools, tunklab, and ingame mod explanation
No, we don't track that event
If I can clarify a bit. Any skill that is a base class skill often needs to fulfill many roles. Especially fundamentally straight forward skills like swipe. Certain nodes are going to be less synergistic with different other options and that's going to be found across the board. We work hard to limit the volume of full on incompatibilities. Because bear form puts you in a completely different dynamic for mana and cooldowns, nodes that have big impacts on those categories can interact in ways that make them significantly more or less powerful.
Also, just in general, we frequently will put clusters of nodes behind a specific extra cost. Maybe that's a big mana cost, cooldown or something else. If a good chunk of that cluster isn't appealing, often the first node won't be worth it. We typically spread the additional cost across the whole cluster but just put it on the one node at the start.
Yea
“Chance to not consume a Potion on Potion use” affix is now capped at 75%.
https://forum.lastepoch.com/t/last-epoch-shattered-omens-patch-notes/80571/6#item-updates-1
if you hold Alt key it may also mention this
I don't think it does sadly
I'll post it in feedback then.
I don't know what I was expecting as an answer, but whatever I was expecting this has gone way past it. I love it, thanks.
Up until recently you could cast every aimable skill in the game vertcially :P
wait, will expansion support xbox controller once it's released? Or xbox players need to wait longer time?
Expansion is only announced for ps5 at the moment.
Xbox controllers are already supported if you're just talking about the controller
Presumably only with PC though 😄
does manifest armor inherit the "increased bleed duration" here https://www.lastepochtools.com/db/items/IIzAMwZgNlXSA in your armor?
yes
is chance to not consume silver shroud also capped at 75%?
Ps5 question , cross play out the gate ?
I don't see anything in there limiting the amount. I would be shocked if it could be 100% though as that would mean you are just immune to hit damage. What's the max you can get it to? I'm guessing it can't really get above about 80% with a perfect altar.
There are quite a few places where I could see this functionality being decided for us. Crossplay is the dream. Because we already have controller gameplay mixed with k+m gameplay, we don't have a design reason to stop it.
Good to hear it’s a consideration , thanks for taking the time to answer
with everything at max roll you get 99.2% over 100% chance to not consume silver shroud
- 2 Huge idols and 2 Ornate idols with T7 weaver enchantment "Chance to not Consume Silver Shrouds when hit and Ward granted per silver shroud"
- Ocular altar with T7 "Effect of Weaver Enchantment Affixes for Idols in Refracted Slots" prefix
- corrupted T7 Effect of Weaver Enchantment Affixes for Idols in Refracted Slots
- reliquary nest max roll 60 effect for non-unique idols
and all needs to be max roll within their tiers
(changed it to the one that actually gives over 100%)
If the prefix (50%) and corrupt (60%) are additive then the most I can see is 84%. 4 idols with 10 each. (40*2.10)
Oh wait reliquary would make it over 100.
cannot have all on refracted slots
lol next season right.
Yes you can. The one with 4 in the corners.
You can have two ornate and two huge. All in redacted slots.
oh you are right, forgot the ornates. then yeah it can go past 100%
Okay I thought I was done with he season as of yesterday but I have a new goal lol.
Time to farm a ton of prisons.
Given that it can go above 100%, I am reccomending this for a hotfix.
No… lol. I broke it
I'm gonna test it at some point today to make sure it can actually go above 100% but being immune to hits for any reason is a bug.
Are you sure it’s not a “feature”…🤣
yes
I’m at around 38% right now and it’s very helpful at 38% even.
very helpful with investment is good, immune to hits is bad
ahem, profane veil 
can you get 100% uptime with that while being at full movement speed and able to cast other abilities at the same time?
season 5 goals
lol
It's impossible to have 100% uptime on profane veil because the cooldown only starts once it ends
but you can get pretty good uptime
that was the point
With my 3 regularly equipped idols (23% to not consume SS) and my current pyramidal alter (68% total for weavers). If I replaced my reforged doppelgänger relic with a perfect rolled reliquary I’d hit 52-61%% depending on the way the reliquary works with the idol alter. I mean my build would take a major hit not having the doppelganger relic though. I rely on the 10% crit for shadows.
I didn’t know reliquary nest was even a thing until we started this conversation.
afaik you can't actually get 100% on silver shroud because the corrupted idol affix doesnt work online (I'm saying this because i assume you'll test it offline)
ofc a cap on that affix would be a good hotfix, but so would be bugfixing the corrupted idol limit affix 🙏
You can have 99,99% uptime with traversal cooldown on potion since it can reduce cooldown during the channel, but you are always vulnerable for a tiny amount of time when activating it again
We are discussing how to address this right now. I'm not sure what will happen but 100% uptime on hit immunity is broken.
Yeah 100% would definitely be busted.
@devs: LE rocks on Linux! thx for this! ❤️
its more than hit immunity since it also gives you like 1.4k ward every time you get hit
with a lot of mobs hitting you, you jump to like 40k ward
Yea, it's bonkers
Not sure if this was discussed, but is there any way we can go back to previous XP gains for our alt characters, after lets say we get at least 1 character to LV 100? After collecting a whole bunch of stuff for my alts, I want to play different builds. It just takes WAY, WAY longer now to power level them.
So I saw in LETools (and just kinda inferred from the way the skill is worded) that the explosion from detonating arrow is its own subskill that scales slightly differently. Does that mean it is only affected by nodes in the DA tree that specifically state they are for the explosion? Or does something like Thundersteel Arrow (which doesn't explicitly state it gives more damage for the explosion) affect the explosion?
Thundersteel would give the explosion more damage.
Are there nodes that give more damage only to the arrow and not to the explosion?
I don't think so but it would be pretty explicit as it would say something like "the initial hit" or "the initial arrow". Or maybe something like "when you hit an enemy with detonating arrow that already has an detonation primed" because that situation can only happen with the initial hit.
That is something we could probably technically do. I don't think we have anything like that planned. Builds for alts tend to come online dramatically faster already anyways though.
Ah. Gotcha. Okay thx for the clarification!
Someone mentioned earlier that the effect '5 Corrupted Idols Equipped at Maximum 50% effect of weaver enchantment affixes for idols in refracted slots' is not working right. I just tested with an 8% fire resist large idol and I only went up by 9%. (My idol also have 18% increased effect of weaver enchantment affixes or idols in refracted slots' as a prefix on it as well. So the 18% prefix would put me at 9.44% on the Fire resist which matches what I'm seeing.
I'm curious if the reason the corrupted affix is not working is because the word 'increased' was left out.
How so you just had grissom run you through rune prison on 10000 corruption
Didn't everybody boost your 16 alts 🤣
He helped me with one character. Now I dual characters from my other account but its so slow now. I just want to get grinding in 300-500 empowered. Goal to kill Ubber with a least one of every character this season.
Hell yeah man I'm still on LE let's get together and grind soon!
Yeah, till I finally send it up with my other character lol. But it is slow and I don't want to keep bugging people.
It's not bugging ! Hit me up anytime you see me in our VC or if you see me online in friends list that's never accurate 😂
Hi - with jav skill the "added melee damage" that applies at 50% - is that just added manually or would it count the base stats if there was like 50 or 60 melee?
How does effects that rely on mana cost (like brutality and the added crit from worldsplitter) interact with effects that increase/reduce mana cost? Do they take the final cost or the initial one? Also, does mana efficiency interact with it the same way?
Take the final mana cost
The one you see on the tooltip
Not sure I understand
You take 50% of your Flat Melee Dmg and add it to Javelin as Flat Throwing Dmg
The dmg type is carried on > 50 fire melee dmg will give 25 fire throwing Dmg
Sorry I meant top right the base dmg say its 100 melee, you add 100 melee, is that 200 for the conversion or is it just "added" manually - as in the stuff I crafted on (the implicit forgot the word lol)
It's all the flat Melee
Smth like this would add
40 throwing Dmg
24 cold throwing Dmg
42 physical throwing Dmg
@strange shoal
oh wicked! thanks - i am having a blast (lol not) crafting exalteds with t8s and I have one with a implicit 115 melee so that's awesome, thanks
Gosh why is this squirrel helm so rare, imprints just dropping random junk helms for 2 days now not a single scurry
How does Firebrand's Incineration node (consume stack to deal more damage per stack) interact with its Inferno node (global more damage per stack against enemies with spreading flames). Does the one skill cast that proc Incineration and consume the stack still benefit from Inferno?
Hiya! ^^
There's a Gathering Storm node that says that, when expending a storm stack while dual wielding, you cast Storm Bolt at two enemies instead of one. If there's only one enemy nearby, can those two bolts target the same enemy, or would you only cast one Storm Bolt in that situation? :)
if you're trying to get a non-herald helm to imprint into a herald, it will take a very long time
they should work together in your favour
No, each bolt targets a different enemy.
Thank youuuu!
Is the champion imprint slot still able to roll the sealed affix as exalted? If so, could you give a super rough guess at the chances of seeing it happen (like, 1 in 10/100/1000 items) also would be cool to know if it interacts with any CoF passives
yes
no, we don't give out exact odds on just about anything drop related at all.
I'm not sure but I would assume so as it is still an item that is dropping
tyvm :)
Why ghostflame and disintegrate have the deal less damage while rotating thing?
to avoid a disintegrate helicopter
so would it be fair feedback to ask that the rotation thing is removed if you take the ghostflame node that turns it into circle?
When I gain ward sometimes the bar above my character's head gets little segments in it. What do they mean? Like it becomes sectioned like this:
[-----|--- ]
Each segment is 100% of your max health
Ohh okay thanks
Do you need Corrupted Form & Accursed Feast to overleech on Lich or is Corrupted Form alone enough to overleech?
form is enough, accursed will make it end sooner
Hahah nah I got a herald from Nemesis and imprinted it a few days ago - the drops proc'ing from chests/echo rewards have been just random unique helms - mage ones, sentinel etc - not a single little fluffy has been seen to date
FWIW, as an avid disintegrate player, the penalty is not NEARLY high enough to disincentivize helicoptering. This might have more to do with the huge difference between normal enemy health and rare/champion health
I can helicopter at max speed and still kill most trash in one tick despite having what most people call a low damage build
Forgeguard's Crushing Blows says "your melee and throwing attacks deal more damage based on their mana cost", which is similar wording to brutality. Does this mean this node affects all damage done by that skill even if it's not of that type (for example in this case, spell or DoT). Would it also work on damage done by their subskills that do not have melee/throwing tags?
I know it works for consecrated ground
So what's the long term plan here for Last Epoch?
The projections are dismal, peak player count is lower than Project Diablo 2 on new seasons.
Does Krafton plan on dissolving EHG and putting the game on life support?
Why would you even expect mike to know that.
Someone there has to know what the future is. Not sustainable rn lol
This is an ask the devs channel and your question is more or less for Judd not for the devs
Yes, any generic damage modifiers applied to a skill should also be applied to all damage that skill deals, including subskills or ailments.
For Crushing Blows' "more damage for throwing or melee attacks":
The "more damage" part is generic (i.e. it's not "more throwing damage") so when it's passed along to any subskills or ailments, it should apply to them.
From the Crushing Blows alt text:
Applies to all damage dealt by the attack, not just the damage of the initial hit.
I looked up a bit but couldn't find a conclusive answer. Does the colossus buff in Shield Throw get converted to fire with Molten Shield?
And on another note, does it get converted to void with the void conversion?
And lastly, does Molten Toss get converted to void with the void conversion?
Anyone know the Fp range for sealing a tier 1 affix on an item with 4 affixs? I can't seem to find it on tunklabs or via the forge when selecting
I talked a little about this on the Friday dev stream actually. Player count only tells part of the story. We are confident in the future and are planning several seasons ahead at the moment. I think a good indicator of how we're feeling internally is to look at the hiring page. We frequently are bringing on new talent to make even more cool stuff. I'm pumped for the future of LE.
That's more than fair. Hopefully you guys will be able to fully realize the game despite the controversey, and I'll continue to look forward to updates as well.
Awesome
it's the same as just no glyph, so whatever the range on a t2 affix is
Ok will check when back at computer cos I hit a 19 and my mates like “isn’t the max 12?” So just wanted to check it wasn’t a mistake rather than just it hating me 😂 ps was a tier 1 lol
does corruption effect how much WT you get when rerolling idols?
On the same note, the node Prophesied Immolation in Judgement has similar wording but not quite. It says the melee attack deals more fire damage, but the alt text doesn't say "applies to ALL damage dealt by the attack", instead it says "the fire damage modifier also applies to any AILMENTS such as ignite" without mentioning subskills or Consecrated Ground. Does it work on Consecrated Ground?
Me too. For my money, LE is my favorite ARPG ever.
Sure D2 is nostalgic, but do I ever play D2R? No. I play LE instead.
Planning to buy the new class and get a supporter pack every season.
Since Prophesized Immolation explicitly specifies "Judgement's melee attack" then I would expect it to only apply to that portion of the skill and not Consecrated Ground.
Is there an internal cooldown on how often you can have silver shroud activate.
I'm getting hit by things from the shade of orobus, sometimes it dodges and sometimes it doesn't but I still have my stacks up.
Does Nemesis chance for adding LP into unique scale with corruption?
No
No. Some of the Shade's abilities are DOTs (which innately can't be dodged) and some of his skill hits are set as undodgeable.
Dead Weight
Marrow Shards deals more damage, but its range is reduced.
Damage: +75%
Projectile Range: -65%
Bone Splinters
Marrow Shards creates Bone Splinters in a cone when destroyed, which damage enemies, but Marrow Shards travels less far and costs more health.
Bone Splinters are a subskill of Marrow Shards and therefore are affected by all nodes in Marrow Shards's tree.
Bone Splinters On Hit
Projectile Range: -20%
Health Cost: +40%
Are these descriptions accurate? If you take all this are you reducing range to (1-0.65)(0.8)=28% of normal range as one is reduced range and the other is less range or (1-0.85)=15% of normal range if they're both reduced range?
Then there's
Ghost Splinters
Bone Splinters travel faster and further.
Bone Splinters scale with increases to physical damage and spell damage, but not with other nodes on this tree unless stated otherwise.
Bone Splinters Speed and Range: +120%
Which doesn't use increased or more so idk how it interacts with reduced range of dead weight or increased area for area skills when applied to splinter nova
Splinter Nova is affected by all modifiers to Marrow Shards and Bone Splinters. Modifiers to the projectile speed of Bone Splinters grant increased area for Splinter Nova.
Creates Splinter Nova
If Bone Splinters is a Less projectile range modifier then does it become a reduced area modifier or a less area modifier?
does increased melee damage increase ailment damage if the ailment is created by a melee hit?
No.
sadge
dead weight and bone splinters are additive with each other
ghost splinters is specifically the splinters range, not the initial projectile's range
The range modifier isn't passed from marrow shards to splinter nova so it doesn't interact
So if i'm understanding you correctly dead weight 1/5 or 5/5 has no impact on the radius of splinter nova but ghost splinters is 1:1 with increased area with area skills for splinter nova?
yes
thanks for clarifying
I got to ~60% chance to not consume silvershroud yesterday.
Turns out it was way worse for me. Shades have enough ubdodgeable mechanics it was better to just keep the 80% dodge from dusk shroud stacking.
I also found I was consistently running out of mana (I’m guessing because I couldn’t sustain shadow creation without to set relic and therefore wasn’t generating mana off shadow cascade procs).
My damage tanked so hard too having to replace my relic and chest piece.
It was doable and the silvershroubd seemed to work somewhat but it was just better stacking dusk shrouds and ward.
Does the Ride the Lightning node in surge do anything? It grants more Spell Lightning Damage but the ability has no spell tag or lightning spell subskills?? It seems to imply it would affect lightning blast but that would disobey normal rules about proccd spells.
it's actually giving you the stats while you are surging so it does work with the lightning blast node before it
Would that work with Spark Charges Applies while Surging ? from Surge and thoses LB ?
And for Static on arrival ?
"on arrival" happens after the object is destroyed so the buff would be gone by that point
you get the more spell lightning damage stat while surging and it applies to everything you cast just like equipping an item with that stat would. If a spell already exists when you get the stat, it is not updated. Since Lightning Blast is cast fresh from the player, yes.
does armor % applies to damage over time do anything above 100%?
no
It will apply to spark charges that 'detonate' while surging, not based on when they are applied (which is handy since you can spec the triggered LBs to detonate spark charges on hit), since the detonation is when the spark charge spell is created.
any plans for the pet cosmetics?
- Do you plan to have more cute pets or something not as cute or even macabre? (personally, i would like both lol)
- What's the box underneath for each pet selection slots? Do only cool kids have them, or can I expect to put something pretty too? or cool?
- Are there any plans for more skill effects?
I will gladly buy more because I love what you guys do and this game really helped me getting through some tough times. I want to thank you!
Every season comes with multiple new cosmetic pets and skill effects. This trend will continue.
The cosmetic pet modifier slot only has 1 thing that can go in it so far and it was only available in the Kickstarter. I've heard whispers that more effects are wanted.
Hi Mike - I remember you saying that you were a bit more welcoming to feedback/suggestions in this channel. One thing I wanted to say as a long time player that, compared to other games, damage feels extremely chaotic and spiky. That different monsters deal vastly different amounts of damage and pose vastly different levels of threat, and that is not communicated well through the visual and audio mechanisms of the game. It's good in boss fights, but it's hard to interact with the rest of the game and understand how to react to things. Genuinely, it's so egregious that it feels bugged/unintentional in the majority of cases.
I'm curious what tools EHG devs have for testing new/existing content, and would generally like to say that I'd hope that verification of monster/encounter damage was vetted carefully. LE probably has more "why am I suddenly dying" moments than any other game I've played. I have a small ward layer and conservatively 20k EHP below that. I'll go through most of the game without anything getting through my ~2k ward, and then suddenly will take ~20k (EHP) damage very, very quickly, and not understand what the new threat even was.
Does shred on hit chance show up as armor shred in char sheet? Or should it rather?
Hi Mike, are you (and the team) still generally against a mid-season balance patch based on the community poll results, or would it be something you could envision between seasons to bring players back? Is it also possible to combine something like this with a smaller event like the Skeleton event back then? I'd love to continue playing the season, even if it was just minor balance adjustments to test new builds.
Hello there!
Am I allowed to use the creator & press assets for content creation? I can't find anything other then the title of the pictures.
Would love to use them for example in my Twitch or instagram posts.
If yes, am I allowed to crop them to fit on specific aspect ratios?
Wish you all a lovely Wednesday!
WHY....for the love of god....do you delete all favor points if you leave the faction with a char when the favor points are saved to the shared stash.....
why would you do that?
Swapping faction is meant as a last resort type of thing. Best thing to do is to just spend all your favor before swapping. It's meant to have some kind of "punishment" so you don't swap factions back and forth.
it already punishes you by forcing you to drop all faction tied gear.
wiping a shared stash currency because one char changes is just ......
Not being able to use items from the opposite faction isn't a punishment, you can just swap back and nothing would have changed. There's meant to be a reason to not swap back and forth.
If you feel like losing all your favor is too harsh or have a better idea for what it could be replaced with please post a suggestion in #suggestions
you lose all prophecies as well, that's also punishment.
and if you spend the favor on a different char, you still don't get ANY punishment.
is this the actual the reason EHG said they are wiping stored favor if one char leaves the faction even though favor is stored in the shared stash or are you assuming this?
because this there's no punishment if you just use up the favor on another char. so the reasoning is completely useless.
I didn't even farm any of the favor on that char...joined, realized I joined the wrong faction and left. poff all favor from other chars gone.
is this really intended design?
It is intended that you lose all favour on swap. I can't find anything confirming that it is meant as part of the "punishment" with a quick search so I might be misremembering but the fact that it happens is intended.
#👨┃ask-the-devs-not-support-no-bugs message
90% sure Mike said at some point that the favor wipe is primarily to avoid a specific abuse case
Ah yeah here it is #👨┃ask-the-devs-not-support-no-bugs message
I was misremembering the purpose, that's my bad.
Also doesn't it give you a popup that tells you that you'll lose all favour? thought it did, it for sure should imo.
don't remember, probably does. I ALT+F4'd
How does the corrupted prefix "Added Melee Damage from Weapons gained as Added Spell Damage" on sword work?
Is it typing based so non-specific melee dmg grant regular spell damage and melee lighting grants light spell damage and so on?
The typing stays
Melee Lightning gives spell lightning
oh ok
When it comes to optimising the amount of cast speed a build has for procs that have proc limit per second how does the timing work?
For example Smite Fissures with 2/2 in aftershock can be triggered 3 times per 1 second on direct cast.
I assume it works something like this:
You cast smite, trigger a fissure and gain a hidden buff which lasts one second, if you ever have 3 stacks of that buff when you directly cast smite then fissure doesn't trigger.
Smite has a base speed of 1.467 casts/s so 104% increased cast speed should result in casting smite 2.99268 times per second, smite seems like it should always trigger fissure on direct cast in this case as it will never have occurred thrice in the last second.
However behind the scenes things happen on a tick basis rather than timings being continuously variable afaik so it wouldn't take much rounding to the nearest tick either way for that hypothetical buff to not expire before smite is next cast.
105% increased cast speed should be 3.00735 casts per second so your 4th cast of smite in a row would happen when there wasn't a fissure available afaict.
Other than trial and error how can we work this sort of thing out?
Also, are % increased attack and cast speed values always integers or are the displayed values rounded representations of the true value?
% increased frenzy effect would obviously result in fractional values so how does that work if they're usually integers?
Hi Mike,
Did you know that there's a node in arcane ascendance that gives 1% increased damage per second per point spent in arcane ascendance?
I'm uhh...I'm surprised that's still in the game
The how it works is technically a tiny bit different but functionally you're spot on.
The increased attack and cast speed values are floats and are only displayed as integers.
The accuracy of the timer is the time between the starts of frames that the server is running on. If I was going to try and figure this out, I would just start testing it with various cast speeds. It sounds like you're trying to get to the next level of precession though.
yea, we were looking at ascendance a couple months ago
Wait why is that node so weird/surprising that it exists? Like it's so crazy bad that you can't believe it's in the game?
Probably that it doesn't have a limit
I got curious while thinking about fissure as you can probably tell but given what you said, I think the practical ramification is to aim for 100 to 1033% inc cast speed on your character sheet and not worry about it too much 
Don't tell anyone (
) but that's how I got this meme
(I obviously couldn't use this vs any real content it was only something you could do as a meme). I don't see why it would be problematic nowadays though since there are other limiters like either duration or the mana drain (there used to be a way to eliminate the mana drain completely without acuity). But I guess you might as well just give it a limit of like a minute or something high enough that it doesn't matter for normal use cases in case there arises some other way to go on forever in the future
Sorry it wasn't clear. No, it's that it's so bad it's crazy that it's in the game
I mean this also exists
There's a reddit thread about this, you should post this one, it's better
It went from mindbreakingly bad to insanely bad mb. I think these are just a case of not having their moment in the spotlight yet
The guys already gave you the rundown yesterday on this but I just thought I'd pipe up and bring a little more depth to the answers.
We've got a very delicate and complex relationship between MG and CoF. It's a clear line in the sand for two different types of players, trade vs non-trade. Another type of player that we do our best to cater to is the min/maxer. Sometimes game mechanics will leave room for the absolute most optimal play pattern being not fun, tedious or just annoying. We call this the burden of optimal play or BOOP for short. (and yes we actually use the term boop internally when talking about this)
The big concern around it in general is that the community best practices become taking on some frustrating boop to get stuff faster and it's not fun. We have put a lot of safeguards in place to make sure that switching back and forth between MG and CoF isn't optimal. Even so, there have been a few cases over the patches where it actually was best to switch back and forth or at least have characters in both factions. We would really like to avoid having to balance CoF around MG's market and MG around CoF's bonuses.
We came very close to just no allowing characters to switch at all.
I think you've accidentally hit a case that we didn't really account for and it's caused a ton of frustration. So, as one of the people who was responsible for figuring this out in the first place, I'm sorry.
The good news is that we are looking at the way MG and CoF fit together, their individual progression, what it looks like to have characters in both and how switching works.
I think that if we manage to fully split the currencies between the two, we wouldn't need to nuke the favor on switching.
Bulwark of Nature
Whenever you cast a Tempest you also regain a portion of your Endurance Threshold as health.
Endurance Threshold -> Health Regain: 1% per point
Windfury Force
Tempest Strike deals more damage (multiplicative with other modifiers) in a larger area.
Damage: +3% per point
Area: +10% per point
Wrath of the Mountain
While channeling Avalanche you now also cast Frigid Tempest every second.
Frigid Tempest Each Second During Avalanche
tempest strike lol
Is it a bug or intended that Fire and Cold resist exist on 1x1, 1x2, 1x3, 1x4, and 2x2 idols, but Lightning resist only exists on 1x1, 1x2, 1x3, 1x4 idols? Considering making a build and not sure if I should if I should be sending a bug report and referring to this as bugged or if its intentional
each affix has which idols it is compatible with selected by adding the idol sizes to a list. I can't say for certian but I bet we just missed the 2x2 on the lightning resist. The 3 elemental elements typically get fully mirrored affixes with things like this.
Would the Dragon Fang cosmetic effect for shadow cascade work when porcupine's wrath node is allocated, since it removes the melee part of shadow cascade?
Does mana consumed by nodes like Coated Blades, or the mana consumption node in Detonating Arrow, count as "mana spent" in regard to "mana spent gained as ward"?
No.
mana consumed is not spent
Does the "Chance for Hungering Souls to fire 6 additional souls" idol work with the Death Blossom node of Death Knights? I tried searching all over but I cant seem to find an answer. I tried testing in-game dummies but its too hard to visually check it.
Yes, most things referencing Hungering Souls works for mages and I've tested. Some examples are Chronicle of the Damned, Curse of Perseverance, and Chance for HS to fire 6 additional souls. They even can proc Hungering Souls when hit if you take those nodes in the tree, but these procs scale with your damage and not theirs.
Have yall considered making the paradox classes free after a duration?
I'm in the boat of really appreciating EHG's effort to not use coercive monitization (a game shouldn't create mechanics to sell stuff). So I like the paradox class solution. Making them free after the class gets dialed in and you move on to the next paradox class should still generate a lot of revenue, but might mitigate some of blowback.
Yup, we've considered just about all the standard options you've probably seen around.
Hi the 3set bonus on Jormuns - +10% Critical Strike Multiplier - so if I had 500 crit multi total it would add 50%?
no it adds 10%
(it's bad on purpose)
Oh haha why is it bad on purpose?
You're kinda meant to only use 2 out of the 3 pieces, it has 3 pieces so you have some choice
Ahhh no worries I have the 2 set from belt craft was just curious! Thanks 🙂
Side note - set / bonus crafting this season is actually really frickn cool. I hope it continues growing and getting expanded on
Just curious, Is bladestorm missing its area tag? cause it does scale with area skill affix.
It's fairly inconsequential since there's nothing like added level to area skills on an item or anything. So since the sub-skill has the area tag it will scale as expected. But I would say the main skill should have the tag personally, even though it would technically be a false tag (they're pretty common).
cheers for the response
Is divine bolt intentionally not supposed to proc when healing hands is converted to channel?
From divine catalyst you mean?
yes
yes, divine catalyst procs on direct cast. So it would only proc when you start channeling
the unbroken prayer talent says 4 casts per seconf
but since you're not even actually casting healing hands anymore (you're casting a channeling skill that indirectly casts healing hands) I wouldn't be surprised if it doesn't work at all
yes, but those are indirect casts
alright, worthless combo then
yep
wait... does it need to actually heal depleted health to even proc? i removed channel and still no casts
yea, just checked. it doesn't work unless it actually heals
Honestly not sure, the wording does say you gotta heal an ally or yourself
yeah there you go then. I'm guessing an easy way to make it always work would be to put an experimental low life affix on your gloves
it will drain your health a tiny amount so you can always heal
so even though it does "heal" on every cast, it doesn't work unless it heals depleted health
right
Right, "on heal" effects always require actual health restoration to happen
That's all correct
Do the elemental bees have any differences from the regular ones (aside from graphics and having a cold/fire/lightning minion tag)? From what I see they do regular physical damage hits like all the rest?
Have you guys ever considered returning to an older mechanic and adding more meat to it? I don't want to give examples of specific mechanics because that would derail the question, but if the answer is no, what prevented this idea from panning out?
https://www.lastepochtools.com/minions/bee
https://www.lastepochtools.com/minions/cold_bee
Thank you!
Do Umbral Blades cold conversion also convert bleed chance to frostbite? The description doesn't say so.
Then probably not
Hiya - is it safe to guess that if we can use a corrupted affix to count as a legendary affix to sacrifice in gauntlet it also counts as one when corrupted onto a weaver item to get the 50% set bonus from stats? IE if you managed to get 30 melee damage as a corruption it would become 45
Yes, also the weaver set is bugged and currently it applies to everything in your weapons slot
Just so you know 😄
my mate did say that and I tested with my world splitters but it didnt seem to do anything lol - ive crafted some cool stuff and have spent many a day rolling these items with weaver runes so damned if I don't use them hahah
Just an FYI - I put a point into Acid Flask -> Poison Pool and combined with Toxic Salvo produced a 6-second cooldown. But after removing the point in Poison Pool, the 6-second cooldown is still in effect (no poison pool). After bouncing LE, the cooldown disappeared. I reported as a bug.
Did you try removing the skill from your bar and putting it back before restarting the game by any chance?
I love the concept I loved the campaign but I got lost at end game and then just stopped logging on. I hope the devs do more for end game explaining things in Game not in a Book or a You tube video. Love LE. Still bought a Supporter pack as I hope they do good. But end game was just fragmented in what to do. POE 2 Has reworked theirs now with exactly this by having quest that lead to all bosses etc. I hope LE follows. Great game in general Devs
LE does have quests that explain the endgame though, especially the forgotten knights faction that leads to the aberroth fight. Which system do you think would benefit from a questline or more explanation in general?
Do the nodes that increase ‘more damage’ on Vengeance also increase the damage of ailments caused by Vengeance?
Yes if they're generic more damage. If it's more "hit" damage then it doesn't apply.