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All posts created by Bob

Bob
You are a Troll
In addition, how do things like Journeyman's Antiplague work, which say Shrug Off to self x3?

It should be treated as Shrug Off happening 3 times in a row. Each time, it will affect whatever is the highest-priority debuff at that moment, which may or may not have changed as a result of a previous Shrug Off.
Bob
Edam
OK, just want to confirm i have this clear:

  1. if its pre-combat and i am not suffering from debuffs shrug off does nothing
  2. if I am in combat with, lets say, 100 stacks of slow (torment channel) as well as a couple of other debuffs at a lower level, shrug off removes the entire 100 slow instantly but the other debuffs remain
  3. if i cast an expendable with shrug off a second time all stacks of the next highest debuff are immediately removed
  4. burning and bleeding can be removed by shrug off (torment channel) but afflicted (submission channel) cannot.

  1. Correct.
  2. "Reduce or remove" in this case means "reduces by a certain amount, which may be enough to remove." Shrug off should remove X stacks (depending on effect power and related recovery rate) or Y time (depending on effect power), so if you start out with no more than X stacks or Y time, the debuff should be removed.
  3. Casting it a second time will "reduce or remove" whatever debuff is now highest priority. If the first one removed the highest-priority debuff, the second one should reduce or remove what was originally the second highest-priority debuff. If the first one only reduced the highest-priority debuff, then the second one should still affect the original high-priority debuff if it still has more stacks than the second-highest priority. If not, then it should affect what was originally the second-highest priority.
  4. Correct.
Bob
Edam
Does improving a low T3 gatherers skill with an adventurer cottage buff allow enchantment gathering if it takes the effective skill over 17 ?

Nope, we're just checking the feat's rank. Buff's like that boost skill rather than rank.
Bob
It should reduce or remove the highest priority debuff (stacking with highest number of stacks, otherwise timed with longest remaining time) in either the Torment or Weakness channel.
Bob
Schedim
if you get a gusher in an escalation hex, to the mobs attacking that one count as a part of the escalation for the purpose of Enchanting Salvage related droppings?

I haven't tested it out, but in theory they would.
Bob
BlackMoria
After checking the public spreadsheet, there isn't an enchantment recipe that gives the "Artifact' keyword. Did this get missed or is the 'Artifact' keyword going to be put in an later development of the Enchantment system?

The Artifact keyword is meant for items that are even more rare/special than a standard enchanted item, but we do plan on leveraging parts of the enchanting system later to implement something that fits the bill.
Bob
Schedim
Bob
NightmareSr
Bob, could you add filters to all the tabs in the public spreadsheet? Since we all just have view access we have to copy the values out to be able to add filters, but I think if the filters were already there we would be able to filter the individual columns on the various tabs.
Should be a quick change and I think that would add value?

I tried a quick experiment and added filters to the Physical Attacks tab. Let me know if that lets you filter things with only view access. If so, I can sweep through and add them to the other tabs.

The only thing I notice that differs between Physical Attacks and the other sheets is a different colour, I couldn't activate any other filters than on the other sheets…

Okay, I checked into this a little more and it looks like the actual Filters are only available to those with edit permissions. However, there's a thing called Filter Views that looks like it will do the trick, although the filter views are only temporary if you just have View access.

Just go to the tab you want to filter, then click on Data/Filter Views/Create New Temporary Filter View. You can now filter that tab to your heart's content, but the filtering is only visible to you, and won't be saved when you close the spreadsheet.
Bob
Bob
We have a new build up on Zog that fixes a few issues with EE 16. We're planning to deploy this build to Live tomorrow morning (Thursday, December 6) during Daily Maintenance (9 AM Pacific). It's basically just a hotfix, so we're not assigning a formal release number to it. We'll be doing some more testing on it today, but it's holding up well so far and the actual code changes are pretty isolated and straight-forward. It's available for anyone to take a look at it today. Let me know if you spot any problems.

Here's a list of the changes:

  • There were a few cases where bits of the Auction House UI didn't re-initialize their enchantment info when switching between items, causing them to show the enchantment information from an item that was being looked at before. Those cases have been cleaned up to make sure the enchantment information shown is for the currently selected item.
  • There was a specific case where a bid would go through even though the enchantment state requested in the bid (whether for no enchantment or for a specific enchantment) didn't match the enchantment state of the item being offered for sale. That's been closed up and bids will only go through for perfect matches.

And this build is now live. I'll remove the warning about bids from the Release Notes shortly.
Bob
NightmareSr
Bob, could you add filters to all the tabs in the public spreadsheet? Since we all just have view access we have to copy the values out to be able to add filters, but I think if the filters were already there we would be able to filter the individual columns on the various tabs.
Should be a quick change and I think that would add value?

I tried a quick experiment and added filters to the Physical Attacks tab. Let me know if that lets you filter things with only view access. If so, I can sweep through and add them to the other tabs.
Bob
Bringslite
If they can't farm out for the talent to create good game guides (because money), I wish that they would offer contests or something with in-game rewards for players to take on some of the projects. They have answered that it is too problematical to do either or they believe it "might" be but honestly I wish they would just look into it so they could tell us why it isn't realistic to do some things like that… A contract with specifics defined is still a contract in WA state, isn't it?

Feels like much more progress could be made if the Dev Team got some help on the more mundane data collation/presentation stuff.

A contract is indeed a contract, but sometimes it turns out later that it shouldn't have been a contract in the first place and therefore isn't one anymore. Just look at some of the complexity around whether or not someone has to be treated as an employee or an independent contractor or whatnot, and how many times those distinctions get challenged years later. It's very risky to dive into these less-standard options without the proper due diligence, a lot of which involves paying lawyers to tell you what you can and can't do, and to write all that up in the appropriate legalese.

I can't really go into much detail on any of the specific issues around the possibilities mentioned above, other than to say we do regularly consider variants of them and haven't yet identified an opportunity that looked promising enough to be worth the time/money investment in setting it up properly. If we do identify one and figure out a way to move forward, we'll definitely try to take advantage of it.