GGG - Stop using double standards

+1 to OP, they turn into legacy stuff that they feel like.

Like pvp already starting with legacy master mods that will costs someone at least 10 times the price to obtain sometihng similar.

Also its really stupid that they are nerfing those items because they are overpowered, yet they leave tornado shot and bows OP as shit, making it possible to faceroll the content with 3-5 ex gear.

Nice logic that one, nerf 500 exalted builds because they are too strong, and leave cheap builds that destroy the content the same way, OP...

Im done with poe for now.
IGN: Ziggro
Legacy items will not effect the new leagues, which is GGG's aim for success (not all of it, but possibly for the most part). Standard league is the disposal league, and my home, so I like my legacy items intact.






and etc.



This is also legacy

Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Dec 12, 2014, 2:23:53 PM
(Educated) Speculation ahead:

A mods numerical value can be changed as long as that mod has no externally changeable value ranges on the item (and depending on how they display and append their text, it may be limited by the number being displayed on items. I'd hope not though, they're using C++ which is very capable of handling that), because it is a part of the actual mod.

UE4s blueprints help visualise this. I have powerup abilities in my game that function similar to support gems (just like how gear is like a support gem for your character). Each of these have their own blueprint file, and the actual mod is contained within that part of the code. Changing anything inside that actual mod file will have an effect on the mod itself (Without ever impacting the rolls... except in a very specific case which i'll talk about below*) and will take effect to anything in the game that uses that exact mod.

In order to roll ranges on items, you have to specify the roll ranges outside of the item, so that all items can pull from it if need be, without needing that other item to be spawned somewhere. When you change a range, it changes the process of generating the item but never the item itself.

Because they are able to update the value on this mod (and in fact should be able to update the text to display the effectiveness if they choose to) it implies that they specified the value inside of the actual mod (which also implies that they either never intend to have this mod on any other item in the game, or any other items with this mod would have identical power to the Acuity version)


* If it works the way i think it does, you could theoretically update the values of all the mods on a unique as long as that unique has a 100% exclusive mod. Inside that mod, you could actually grab the current rolls of the mods on an item and multiply them to reduce the values of all existing versions of it. The problem with this is that as soon as you introduce the mod onto another item, it will start multiply the rolls of that item as well which would be a pain to work around and just a messy system in general.

If they really wanted to, they actually have another way of updating items to uniques without a TON of extra downtime (although the code would be very tedious), but it would cause an untold amount of server strain as soon as people started logging in and the code would be EXTREMELY sloppy.


Basically: There is no clean or time efficient way to change rolls that can be modified, but anything that exists in the mod itself should be easy to change.
Last edited by Xendran#1127 on Dec 12, 2014, 2:45:05 PM
"
Xendran wrote:
(Educated) Speculation ahead:

A mods numerical value can be changed as long as that mod has no externally changeable value ranges on the item (and depending on how they display and append their text, it may be limited by the number being displayed on items. I'd hope not though, they're using C++ which is very capable of handling that), because it is a part of the actual mod.

UE4s blueprints help visualise this. I have powerup abilities in my game that function similar to support gems (just like how gear is like a support gem for your character). Each of these have their own blueprint file, and the actual mod is contained within that part of the code. Changing anything inside that actual mod file will have an effect on the mod itself (Without ever impacting the rolls... except in a very specific case which i'll talk about below*) and will take effect to anything in the game that uses that exact mod.

In order to roll ranges on items, you have to specify the roll ranges outside of the item, so that all items can pull from it if need be, without needing that other item to be spawned somewhere. When you change a range, it changes the process of generating the item but never the item itself.

Because they are able to update the value on this mod (and in fact should be able to update the text to display the effectiveness if they choose to) it implies that they specified the value inside of the actual mod (which also implies that they either never intend to have this mod on any other item in the game, or any other items with this mod would have identical power to the Acuity version)


* If it works the way i think it does, you could theoretically update the values of all the mods on a unique as long as that unique has a 100% exclusive mod. Inside that mod, you could actually grab the current rolls of the mods on an item and multiply them to reduce the values of all existing versions of it. The problem with this is that as soon as you introduce the mod onto another item, it will start multiply the rolls of that item as well which would be a pain to work around and just a messy system in general.

If they really wanted to, they actually have another way of updating items to uniques without a TON of extra downtime (although the code would be very tedious), but it would cause an untold amount of server strain as soon as people started logging in and the code would be EXTREMELY sloppy.


Basically: There is no clean or time efficient way to change rolls that can be modified, but anything that exists in the mod itself should be easy to change.

Gold!
Aaron Ciccheli, a guy who made millions running Diablo and PoE RMT sites, owns a significant portion of GGG. How's that for a conflict of interest? 7.5% of your supporter pack money goes to this guy.
"
Sneakypaw wrote:
"
Xavderion wrote:


Saved before he can delete that comedy gold. xD


Yeah, why would I want to delete it? My argument still stands and is still correct based upon the description of the item change from the patch notes. It's at a 60% effectiveness rate now. It's really not that hard to grasp.

"Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
"
Sneakypaw wrote:
Best thing is, I don't even feel bad for laughing at this.
If you think you can dish out and make a video to ridicule people, because you think they are wrong, then you have to be able to take it, too.


"Have to beable to take it, too"? Yeah because I really DELETED the video now and I'm flaming everyone who is disagreeing with me?!!? Haha...I'm actually still being respectful and standing by my original claim, no idea what you're talking about..
"Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
Last edited by monkuar#2123 on Dec 12, 2014, 4:14:42 PM
"
monkuar wrote:
"
Sneakypaw wrote:
"
Xavderion wrote:


Saved before he can delete that comedy gold. xD


Yeah, why would I want to delete it? My argument still stands and is still correct based upon the description of the item change from the patch notes. It's at a 60% effectiveness rate now. It's really not that hard to grasp.



I absolutely agree with the statement, that the Leech is now applied at 60% Effectiveness. But you should watch this video.
That guy thinks it is a 60% Chance now. Many laughs were had.
“Demons run when a good man goes to war"
Last edited by Sneakypaw#3052 on Dec 12, 2014, 4:33:18 PM
"
Sneakypaw wrote:


I absolutely agree with the statement, that the Leech is now applied at 60% Effectiveness. But you should watch this video.
That guy thinks it is a 60% Chance now. Many laughs were had.


60% chance is the same as effectiveness, it's another word for rate..

60% CHANCE == 60% RATE == 60% EFFECTIVENESS


[Removed by Support]
"Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
Last edited by Jared_GGG#0000 on Dec 14, 2014, 5:48:03 PM
"
monkuar wrote:
"
Sneakypaw wrote:


I absolutely agree with the statement, that the Leech is now applied at 60% Effectiveness. But you should watch this video.
That guy thinks it is a 60% Chance now. Many laughs were had.


60% chance is the same as effectiveness, it's another word for rate..

60% CHANCE == 60% RATE == 60% EFFECTIVENESS


[Removed by Support]

chance =/= effectiveness


over a huge amount of hits, its true that its the same, but its not reliable

and its not what the wording says. dont make up stuff that clearly is different
Last edited by Jared_GGG#0000 on Dec 14, 2014, 5:50:47 PM
"
LordofFatbug wrote:
"
monkuar wrote:
"
Sneakypaw wrote:


I absolutely agree with the statement, that the Leech is now applied at 60% Effectiveness. But you should watch this video.
That guy thinks it is a 60% Chance now. Many laughs were had.


60% chance is the same as effectiveness, it's another word for rate..

60% CHANCE == 60% RATE == 60% EFFECTIVENESS


[Removed by Support]

chance =/= effectiveness


over a huge amount of hits, its true that its the same, but its not reliable

and its not what the wording says. dont make up stuff that clearly is different


No, it's concerning the rate. 60% effectiveness is a 60% rate.
"Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
Last edited by Jared_GGG#0000 on Dec 14, 2014, 5:51:09 PM

Report Forum Post

Report Account:

Report Type

Additional Info