Snapshotting

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enkaekae wrote:
Does that mean that If I cast RF with my searing touch
and then swap to other weapon, RF's damage will be
recalculated according to the new weapon?
Yes.

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enkaekae wrote:
And If you remove the gem, it is recalculated without supports,
and If you put back the gem, it is again recalculated?
No. If you remove the gem, it can no longer tell which supports should count, as no supports are technically equipped to the gem - so it uses the last known information about the skill when the gem was equipped - the set of supports that were equipped at the point the gem was removed will persist.
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robmafia wrote:
that's... my point? how/why are the gems gaining experience if you're saying the items are unequipped?
Because the rules for gem xp say that gems gain XP if they're either in an equipped item or in one of the inactive weapon set items.

The code literally has a check which says (adapted to pseudocode):

"
if( inventory->not_equipped && !inventory->inactive_main_hand_weapon && !inventory->inactive_off_hand_weapon )
{
ignore these gems;
}
else
{
add eperience;
}


I.E. It ignores gems only if they're in a place that is both not equipped AND not one of the inactive weapon swap sets.
Last edited by Mark_GGG on Jun 17, 2014, 10:41:30 PM
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Disrupted wrote:
Question: Switching to a weapon set that grants me a curse skill (be it corrupted or on a unique on hit) and I apply it to the monster, does it still apply after I switch back to my regular weapons? I hope so, that was one of the reasons I liked the secondary weapon set in D2 (charges and whatnot) and IMO one of the uses for secondary weapon slot that should stay.
Yes, currently. Curses being a debuff placed on a monster rather than a buff/aura on you are not connected to you after casting.
Particularly abusive cases of curse use are being fixed via other means.
If those prove ineffective, it might be possible in future to extend this system to constant maintaining and updating of curses, but that would require an extra solution for "curse on hit" unique items, which can curse things without you ever having a curse skill.
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deckington wrote:
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Mark_GGG wrote:
Could you please share how you calculated these numbers?
Have you not found the zombie life bonus from the item significant in your play?


I'm guessing hes using the zombie dps calculator that was on reddit a while back.
Oh, I don't frequent the reddit, so haven't seen that. I'll go see if I can find it. I suspect it gets some things wrong.
Our (quick) calculations suggest that the Grasp's additional base life should make a significant difference in a lot of cases, comparable to Chabber, although Chabber's +1 level comes ahead more if you've got extra levels from other sources as well - 20->21 nets less life gain than 24->25, for example.

Also, has anyone compared the ability to use a shield on NA with the Grasp to help with survivablity over Chabber? The balance guys brought this up as something that might be missed when I mentioned this.

Thanks for the useful feedback and discussion, let's keep it coming.
Last edited by Mark_GGG on Jun 17, 2014, 10:51:10 PM
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SorakPoE wrote:
Question about Righteous Fire (post 1.2.0):

Suppose your cast an Aura linked to the Blood Magic support gem to go the low-life, and you have Redbeak equipped. You then cast RF. RF would then get the benefit of 100% increased damage.

If you then un-cast the Aura, such that you are no longer low life, does the RF damage scale accordingly? You are not changing any equipment, gems, or passives, so it does not meet the damage recalculation conditions that I think you mentioned in the OP.
Yes. Low life -> not low life is another form of stat change, equivalent to changing gear or passives. It was not explicitly called out in the article for sake of simplicity. Low life bonuses will only apply so long as you're on low life.
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KoTao wrote:
Might want to take another look at tempest shields many self-disable bugs/issues too. It still turns off at seemingly random zone transitions
It will turn of if you transition without enough current mana to recast the skill on entry to the new area. This is fixed in 1.2.0 by a separate change to how percentages are handled on reservations, along with some other issues.
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KoTao wrote:
turns off when it levels, will sometimes turn off in some gear pieces if other gems in that gear piece level, and is extremely clunky to use in a build with an alt weapon/shield swap as swapping also turns it off.
It must disable if your shield is unequipped. The changes in 1.2.0 to snapshotting however change it from actively watching and disabling as soon as the shield goes away to having a "blind spot" until gear modifications are finished - so it will no longer disable for levelling a gem in the shield (which temporarily unequips and re-equips the shield as part of the process). I believe this will also allow it to weapon swap between two sets if both have shields, but I haven't tested this specifically - I'll test now and report back.
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robmafia wrote:
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Mark_GGG wrote:
"
robmafia wrote:
that's... my point? how/why are the gems gaining experience if you're saying the items are unequipped?
Because the rules for gem xp say that gems gain XP if they're either in an equipped item or in one of the inactive weapon set items.


i get that, i asked WHY it's that way. it doesn't appear to make any sense.
Sorry, missed this one before.
The reason for this has nothing to do with the items being mechanically equipped, and everything to do with us a) wanting to let people have some space to level gems that they're not actively using, and b) wanting not to penalise characters who genuinely use weapon swap - while only one set of items is equipped at any given time, such a character, overall, can be considered to be using all the gems (just not all at the same time), so it's more fair if they all gain expereince.
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Veruski wrote:
What if I do something like cast Poison Arrow, then swap my weapon? What happens with the cloud damage?
The cloud damage isn't dependant on your weapon, and will function as normal.
If you change items with damage modifiers that affect the cloud, these are currently still locked in, similar to how I explained curses earlier. As I said there, we can potentially extend this system to other skills should it prove necessary.
If you change to a non-bow weapon while the arrow is in the air, it will fail to hit anything, rather than hitting and dealing non-bow damage, but that's not part of this change - it already does that.
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Promo1987 wrote:
Since a lot of current builds will get 'broken', I am going to assume a full respec is in order?
1.2.0, like our other major expansions, will include a one-time optional full passive reset. That's part of why 1.2.0 is a good time to release this change, since this will be occuring then.
It is intentional that running two sets of supports for a skill requires two supported versions of the skill. Raise Spectre (and other minion gems) are now being brought into line with all other skills, for which this is already true.
Last edited by Mark_GGG on Jun 18, 2014, 12:03:44 AM
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robmafia wrote:
in an attempt to make the game more fun and less mundane... you just made it more mundane. there's now incentive NOT to diversify!
There's also an incentive to diversify, because having varied spectres can be more powerful than not. Having only one spectre skill, supported for projectiles and summoning primarily projectile spectres and one utility/defence monster can still sometimes be useful, even if that monster doesn't have it's own full set of supports and doesn't benefit from all the other supports.
This presents an actual choice, rather than there being an always right answer where you got to use multiple different versions of the same skill without keeping the gems in, so had no reason not to diversify and have them all with their perfect supports.
There's now advantages to diversifying, and advantages to having a homogenous team (which previously had no advantages).
There's now an advantage to using more generic supports that benefit all spectres, while there are still advantages to going the other route and using more specific and specialised supports (i.e. that they tend to be more powerful, but on a more limited set of spectres).
The exact current balance values of each choice are irrelevant to the fact that having these choices all be actual choices is better than there always being one best answer, because as stated, all the balance stuff will be re-examined in light of the new changes. Having some advantages to the other option is better than none.

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robmafia wrote:
it wasn't even snapshotting.
That's literally removing gems while still keeping their benefits, while also having the benefits of the gems you replaced them with at the same time. There's absolutely no question that the gems were unequipped in this case, so I have no idea what your reasoning is in saying this. You yourself said earlier in the thread:
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robmafia wrote:
how is it snapshotting? by the definition of it posted in the first post, it's NOT snapshotting.

"Snapshotting currently allows players to obtain the benefits of one set of items, passives or gems by casting a skill that locks them in (by taking a snapshot of their character with all those things active), then swapping to another configuration so that they have both sets of benefits"

literally nothing's swapped. same gear, same gems.
regarding weapon swapping - but in this case it isn't "same gear, same gems" - you're talking about changing the gems and keeping the benefits of both sets. That is snapshotting.
Last edited by Mark_GGG on Jun 18, 2014, 12:51:49 AM
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robmafia wrote:
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Mark_GGG wrote:
you're talking about changing the gems and keeping the benefits of both sets. That is snapshotting.


*facepalm*

NO, I'M NOT.
It sounds like there has been a miscommunication. I will attempt to clear it up.

I have spoilered my full explanation because of it's length, and provided a shorter version.
Spoiler
I am referring to this post. I which you say:
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robmafia wrote:
how is using different spectres with different support gems exploitative when they all use the same number of gems and it's the same number of available slots?!

it wasn't even snapshotting.
emphasis mine.
In this post, you make no mention of weapon swapping. And based on your previous post in the thread here:
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robmafia wrote:
if using a 4-link with RS, minion life, minion damage, and one extra slot... i can't have 2 ranged spectres with gmp and an evangelist with culling strike, now they'll all be whatever the 4th gem is. ie: all would be either GMP or inc. dur, whichever happens to be equipped not at the time of summoning, but the time of play.
The conclusion I drew was that when you said "it wasn't even snapshotting.", you were referring to the practice of summoning some spectres with one set of supports, removing those supports while the spectres kept their benefit, and then socketing new supports into the same skill to summon other spectres.
If that was not the case, then I apologise, as that would be the source of confusion between us.

I responded to this in my post here, explaining that the above described practice was snapshotting, and noting that previously, when discussing weapon swapping, you had explicitly said "literally nothing's swapped. same gear, same gems." as an explanation of why you felt weapon swapping did not constitute snapshotting. I brought up that post because what you wrote there: "same gear, same gems" heavily implied that you accepted that removing gems (i.e. no longer having the "same gems"), but still benefiting from them was snapshotting. This previous statement you made appeared to contradict your current stance, that removing and replacing gems between summoning different spectres "wasn't even snapshotting.", so I showed it to you in the hopes you could clear up why you seemed to be contradicting your earlier position.


TL;DR:
1) You previously claimed that weapon swapping wasn't snapshotting because "literally nothing's swapped. same gear, same gems.".
2) At the time (and now) I interpreted this as meaning that you accepted that changing gems (while still benefitting from them) was snapshotting. If this is incorrect then I misunderstood what you meant like that and would welcome you explaining what you actually meant.
3) Later in the thread, you talked about removing support gems from a spectre skill. Then in your next post, you said "it wasn't even snapshotting.".
4) I assumed you were still talking about the topic of your previous post - removing supports from raise spectre after summoning, and replacing them with new ones before summoning other types of spectres. If this is correct, then I would welcome correction on this point - what were you referring to when you said "it wasn't even snapshotting"?
5) Because, back at 1 & 2, it had seemed to me that you had indicated you accepted swapping gems while still benefiting from them was snapshotting, but now seemed to be claiming that it was not snapshoptting in the case of spectres, I brought up your original post to demonstrate to you where it seemed, to me, that you had contradicted yourself.

I did not bring up your "same gear, same gems" post to argue against it, but because it seemed to contradict your more recent post that "it wasn't even snapshotting" to remove and replace gems on a spectre gem between uses.

I suspect I failed to properly communicate what I meant at some stage in this process. Grammar pedantry aside, my talent lies in writing for computers, not people - there's a reason the article was a collaborative effort with Nick and Brian, both of whom are better writers than myself. Unfortunately I do not have them constantly on hand to edit and re-word my posts for me.
Last edited by Mark_GGG on Jun 18, 2014, 2:00:07 AM

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