Aylardex catalyst not scaling

Nice, glad you got proof at least and my idea wasn't as crazy as it sounded.

Sadly, changing it to allow for decimal scaling opens a door to re-check every single decimal value, on top of the Heist ones like Mona posted. Probably easier to remove the scaling from one unique than to change the whole system and potentially have some balance issues if rounding breaks other uniques/enchanted items.

Be sure to include a bug report number in your original post for better clarity and maybe edit in your data from the last post so they don't have to dig through posts to find it.
There are far less niche things that have confused players for years. In particular, many are still wondering why spell damage doesn't apply to RF. To avoid the confusion, GGG could remove its spell tag or add a fake stat, like "Modifiers to Spell Damage do not apply to this Skill's Damage". What I mean is that if something is technically right – and marked as such – GGG won't special-case it just for the sake of clarity.

As for the confusings themselves:
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not sure is it only visual bug, or 'Damage is taken from Mana before Life' cant have decimal values
You already acknowledged this might be the case. By checking other similar stats you could find out that they don't support decimal values. It’s pretty straightforward.
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an odd case for the amulet if it rounds before or after the power charges
This one will never occur to most players. I'm pretty sure, you're the first who thought about it among us (including TS). But even then, the game doesn't mislead here. It corectly displays the value (1) and operates with it. It would actaully be more confusing if it handled the 1.2 value internally.

I'm not against clarity of course, and I partly understand it may be misleading when a mod that can't effectively be scaled is not marked as unscalable. I'm just saying that's not something GGG usually caves to (it would cost them a lot if they special-cased every such request*), and this specific case is relatively graspable if put some mental effort into it.

*
Let's imagine GGG made "1% of Damage is taken from Mana before Life per Power Charge" mod uscalable. What about other mods with the same issue, for example Omniscience amulet has 2 of them. They would need to be special-cased as well.

Then in 3.29 update quarter of these mods (their values) are buffed. GGG have to go through all the buffed ones and determine which are now effectively scalable to return them scalable property. In the next update (3.30), a new league-specific catalyst is added, it randomly improves one mod by 100%. Now all jewelry mods that are technically scalable become effectively scalable too. Work, work.

But in 3.31, the league doesn’t go core. So everything done in 3.30 has to be rolled back. And that’s not even considering situations where a mod starts out effectively scalable, but gets nerfed (say, from 6 to 4), making it unscalable. Each update GGG would need to track every special case. And people request them every day for years.

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