0.9.13 Patch Notes

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Chris wrote:
Minion Instability is now scaled correctly by stats such as minion damage. This large functional change required its explosion to be reduced to 33% of the minion's life rather than 100%

.. you mean: nerf?
ign: Ron
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Alegor wrote:
"
Chris wrote:
Minion Instability is now scaled correctly by stats such as minion damage. This large functional change required its explosion to be reduced to 33% of the minion's life rather than 100%

.. you mean: nerf?


No, it's buff.
I have noticed a few posts asking "Can we see the skill tree uploaded before the patch goes live."

For people who don't know, the website tree is directly linked/mirrored to the in game one. So (currently) GGG can not provide a preview of the new tree until it goes live on the game client.

And on topic, looks like an epic patch. It's hard to believe that this game is almost about to go live! (let's face it, the Open Beta Release basically is the "Live Release". And from the way things are going, it looks like the Open Beta is going to be awesome.

Although, this means that I really need to get moving on buying my diamond kiwi before it becomes unavailable. Hopefully my finances will cooperate.
Game needs monkey pets.

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Chris wrote:
  • Minion Instability is now scaled correctly by stats such as minion damage. This large functional change required its explosion to be reduced to 33% of the minion's life rather than 100%.


I'm not 100% sure I understand this correctly.

Is the explosion damage calculated like this?
( TotalMaxMinionHealth * 33% ) * (100+IncMinionDamage%)

Let's say my zombie has 100 (base) HP and I have two IncMinionHealth (each 10%) and one IncMinionDamage (15%) node.

If my zombie explodes, it will do:
120HP * 0.33 * 1.15 => 45.54 Damage?
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vacantskies wrote:
Does block chance work against Resolute Technique?


Yes, I believe you can still block.
So is MI only affected by minion damage, or also fire damage, etc? I feel like this is a pretty serious nerf, since you will need about 300% damage to get to full health damage before, which is pretty much impossible.
That'd be fine, given how silly it was before.
Still, all minion damage nodes already reach a a 135% damage increase, if you add a minion damage support, you get pretty close.
Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C

___
Isn't a "no" better than an ignore?
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Skelecross wrote:
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Alegor wrote:
"
Chris wrote:
Minion Instability is now scaled correctly by stats such as minion damage. This large functional change required its explosion to be reduced to 33% of the minion's life rather than 100%

.. you mean: nerf?


No, it's buff.


This is a buff endgame, but yet again another nerf for very early game, Merviel was only doable for the summoner because of minion instability giving them a form of damage against her, now that's completely gone. I'll be interested to see how summoner's fight her now early game...
"Playing jank off-meta minion builds since 2012"
I'm quoting myself on this...
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Gurthamoth wrote:
Concerning the minions explosion, it looks like it will scale nicely.
If X is the current life of our minion, can anyone confirm that the new damages would be be :
X * 0.9 * 0.33 * 2.35 * 1.72 = 1.2 * X
...with all minions damages nodes (2.35) and a level 15 minion damage gem (1.72)


So, yes it's a buff if you go full invoc. Not sure where the breaking point is though.


Merveil will just be long, and boring, and long.
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Chris wrote:
Fixed a bug where disabled items are linked as disabled.

What?

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