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SS3 Crows Corner Community FAQ - Jan 5th

SS3 Crows Corner Community FAQ - Jan 5th

2K View2024-01-05
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1/5 Crows Corner FAQ
Q:Hi! I wonder how the "Lethal Interval" talent of Carino2 works in the extra shotgun damage part. Is it additive [dmg * (0.3 + 0.02 * stacks)] or multiplicative [dmg * 0.3 * (1 + 0.02 * stacks)] with the follow-up coefficient?
A:It takes effect in an additive manner. For the Shotgun Effect part, the Damage dealt by each Projectile will be [Damage * (0.5 + 0.02 * number of stacks)]. The base Damage provided by the level 13 characteristic for the Shotgun Effect has also been adjusted from 30% in the previous Season to 50%.

Q:Previously you said there is a system reducing visual load by combining damage numbers appearing on the screen from consequent hits. However there are situations when numbers are piling up. Is such a system active?
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A:It has always been set to Activate, but it only combines Damage within a single frame, so the Quantity will still be quite high. We are still considering how to optimize this.
Q:Both Iris key legendaries (Troublemaker and Friend Nemesis) are dropped from Aeterna content, and it feels as a solid limitation after the season ends. Is it ok for you, or can we expect changes in the future?
A:We are also considering this issue, and we will collect more feedback to see if any modifications are needed later on.

Q:When Rehan is Berserk, he will gain double of the max Berserk bonus, but there is no default effect mentioned in the tooltip. I assume the ""1% attack speed per 5 rage"" is the base effect, so it is 40% attack speed while Berserk, right?Then, do the ""+30% movement speed while Berserk"" accounted? Also the lv 32 trait, ""1% additional critical rating per 5 rage; 1% additional attack damage on critical per 5 rage"" accounted?"
A:Any Affix related to Rage will be strengthened, meaning under Berserk conditions, they are considered "double the effect at MaxRage." However, the movement speed Bonus during Berserk is unrelated to Rage, so it will not receive the Bonus.

Q:Does the game keep track of block chance beyond 100% for stats that are derived from it? For example, Rosa’s Hero Trait gives her 1% damage for every 2% block. Is going over 100% wasted on the damage, or is the uncapped amount used? I’m finding it surprisingly easy to hit 100/100 blocks on Rosa to where I’m worried there’s too many skill nodes that are block + another stat that won’t be useful on her.
A:The portion exceeding 100% is calculated, but there is an upper limit to this damage increase in Rosa's base characteristics. For others without an upper limit, it will be calculated. Achieving double 100% Block is easier when using the second characteristic at level 32, but it's not as easy if you need the damage increase from the first characteristic at level 32.

Q:Corgi's entire purpose was to duplicate Star of Calamity boss. Bought in SS3 Pre-Season thinking he would be useful for SS3... It appears that almost every aspect of SS3 Pre-Season didn't make it into SS3 including the use for Corgi. It feels quite shitty to have opted to spend bulk $$ getting Corgi 6 for him to be utterly useless as Star of Calamity bosses no longer exist.
A:The Pactspirit of the Preseason can only be effective within the Preseason's Gameplay mechanics. If this Gameplay returns later, it can still be used.

Q:Is there a reason that Rhythm can't support a curse with terrain of malice?
A:The Skill description for Rhythm states "Rhythm can only Support Empower, Defensive, and Restoration skills," so Rhythm cannot link or Trigger Curse skills and is unrelated to Support Skills.

Q:When I was running around with 'mind control' skill on, I noticed that whenever I damage monsters in a nightmare stage, my HP and ES get damaged also. This makes me halt and replenish my HP and ES while running away from an invincible nightmare monster. Is this intended? Also, why does my HP get damaged even when my ES still remains?
A:If you find yourself losing health and shield in Nightmare Gameplay, it's likely because one of the Nightmare Affixes reduces 5% of Energy Shield and 2% of Life upon killing a monster, granting the Eternity effect. Killing a large number of monsters at once will significantly reduce both your Life and Energy Shield. (Below it is also mentioned that there is a translation error, which will be adjusted as soon as possible.)

Q:Can I increase the duration of Trauma with the Skill Effect Duration, Talent node? If not, what type of skill can I use as a Skill Effect Duration?
A:The duration of skills' Persistence does not affect the Persistence duration of Ailments. In all skills, effects that have a Persistence duration can generally be affected by the skill's Persistence duration, unless it is specifically stated to be unaffected.

Q:I need a mechanic explanation for the Life Regeneration Speed. For example, at +100 HP regeneration per second, if the Life Regeneration Speed is +15%, then 1(s)/(1+15%) = 1/1.15 = 0.869.Does this mean that you will regain +100 HP in 0.869 seconds?Or is the 1 second healing time fixed and the amount of healing is increasing, so 100*(1+15%) = 100*1.15 = 115.Is that 115 HP recovered in 1 second?Also, shields can be interrupted when they are hit. Can HP be interrupted as well?
A:Natural Life regeneration will not be interrupted, but some Restoration skills that cause Life Restoration effects can be interrupted.Because Life recovery is Persistent and not phased, logically, restoring 115 Life per second and restoring 100 Life in 0.869 seconds have the same effect, although strictly speaking, it's 100 Life restored in 0.869 seconds.
Q:Most of Rosa's traits for this new character should be ""blocking"".However, her Invulnerability 2 makes it impossible to block, making DPS measurement meaningless.Are there any plans to add a system to allow Invincible No. 2 to attack my character?As a suggestion, Invincible No. 2's attack damage should be 0 or 1 and characters should not die in town.
A:Now, you cannot die while in town. We have also received similar feedback and will consider adding related features in the future.

Q:I knew that 'All units have 150% Critical Strike Damage by default.  When dealing a Critical Strike, the damage dealt by the hit becomes: The original damage x the Critical Strike Damage percentage.'Assuming my base damage is 100100 x 1.5?  Or should I calculate it like this: 100 x (1+150%) = (100x2.5) = 250?
A:00*1.5=150. For more info on Critical Strikes, you can also find it in the Help section.100*1.5=150。

Q:I use an Asian server.  I watched the video on bilibili and pasted the BD code, but it says the load failed.  Do you have a plan to fix this?
A:The code for customizing filters is currently not cross-server or cross-language compatible. We are adjusting and optimizing this function so that it can be used across servers and languages.

Q:Can/will the confirmation windows/buttons get removed from the pc UI?
A:We are gradually optimizing the PC UI each Season, hoping to bring players an increasingly better PC experience.

Q:In some cases, The auto aim does not register an enemy being there, causing it to essentially avoid hitting the enemy (or enemies in the case of the Black Sail events in maps).  So, again, for the 3rd time, I ask: are the devs aware of this issue, and if so, are they working to resolve the issue AND implement the fix in this current season?  I believe it should be implemented this season, as this affects gameplay in a very serious way and can cause deaths that could have been avoided (especially now with the introduction of a Hardcore Mode).
A:We have been continuously monitoring related issues and optimizing Persistently. Could you provide a specific example so that we can locate the problem more quickly?
Q:When will we finally get Coop ???
A:Co-op Mode is still being optimized. Since we have already tried this Gameplay internally, I can assure you that this Gameplay is not a new file creation. The online Mode plan will be introduced to everyone in the form of an event at an appropriate time.

Q:Will You Release No-Pet Server ?
A:There are no plans for this at the moment.

Q:The text when selecting the option on the first round of the dream currently goes off screen at every UI scale option.   This means that sometimes you do not know what you pick because you can only see "upon entering the nightmare...".   I know this may be a translation problem, but can't this be fixed?
A:This is a known issue, and we are in the process of making adjustments.

Q:The loss health per enemy killed omen is mistranslated, but also is overly punishing to some builds that do not have good recovery.   Could this effect be lowered somehow?
A:Indeed, there was a translation error that became "when the player is defeated," and we will correct this translation error as soon as possible
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