A list of puns related to "Tooltip"
My "Guardian Fund" donation receipt, my Vex Nog, my intercepted distress signal, the note from Osiris, and my Braytech Gift Certificate should be enough proof that I never discard anything, Bungie. I will hold on to even the most insignificant item for the chance it will one day be the key that unlocks the greatest hidden quest we have ever seen (I'm looking at you, used toothbrush...).
Basically if any form of Item Haste is present, like Ingenious Hunter, the CD reduction will be applied, but it will not be shown on the Item CD Itself.
For Example Youmuu's Has a 45 Seconds CD, but with a fully stacked IGH Rune, it goes down to like 30.
However if hovered Youmuu's will still show a 45 seconds CD, even tho it's 2/3 of that.
This looks like pretty major bug, imagine if AH also worked this way, and instead of showing the CD AFTER AH got applied, it showed the base CD before Haste. It's pretty misleading ngl
> * Every year for almost nine years, I do a revision on all item and ability tooltips for 164 hero builds. > * because of the magnitude of this annual overhaul, some errors may appear. Notable changes are: > * Reviewed, added and rewritten nearly all item and ability tooltips: approx. 4,000 tooltips, 160,0000 words. > * Removed all & errors from tooltip texts. > * Updated hero-contextual references on items to outline key synergy combos. > * Added descriptions for some starting & early-game items like Magic Wand timing and Iron Branch/Tango usage. > * Contextualized Aghs Shard & Scepter items and their new abilities. > * Indicated which abilities to rely on for farming (and to buy clarities to use those abilities). > * Included Luxury Items tab for some heroes. > * May see repeated tooltip texts for some items as the intent to buy an item is relatively the same regardless of the hero.
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> * How do you update your guides? The process & policies are the same for 8.5 years: data, discussions with pro-players and your feedback. > * What changes do you make to the guides? Since 2013, I have provided weekly recaps on over 45,000+ guide changes: previously on LiquidDota.com, Twitter and YouTube. > * Since updating all guides to 7.30e: I have provided even more revisions for over 82 guides with hundreds of changes. > * Are the guides based on your expertise & knowledge? No, I'm only the researcher and product manager.. > * Why don't you play ranked? I like to test guides and random every game which leads to varying results. > * Are you toxic in-game? I live-stream all games to test guides and for accountability, you can see me live at TorteDeLini.tv. Otherwise, more info. on how I play here. > * What happened in 2018 when your guides went blank? [I set my guides to private but they were still publicly displayed and no one told me until Valve fixed the bug](https://to
... keep reading on reddit β‘There is more than one instance of it since release, but Iβm doing 80+ content and reapers arenβt using their debuff that is a significant portion of their dps. I politely point it out but typically Iβm ignored. When I press the matter of the reaper not reading their abilities or chat someone else, without fail, defends them. This toxic positivity of assuming everyone is new needs to stop. It was puppet bunker, he had 10 levels to learn.
edit: for a more constructive bit of conversation, I feel like this community IS good, but there are people who hear the community is good and are like "I have to make sure its ALWAYS HAPPY OR ELSE." The toxic positivity comes from people who don't want to see people dislike the community, making it a cycle cause when you call them out they try harder to make the community look better. That's been my experience anyway, not sure about other people.
https://preview.redd.it/jhtfu3l6na581.jpg?width=598&format=pjpg&auto=webp&s=eeb645e961282650e575c05f336723908d4cd8e6
How? How are people still able to not understand the most easiest job in the entire game?
Why did he come to the conclusion that he cant Dance partner a dps until he gets to lvl 62. I know that you get the Crit Buff on that lvl, but that doesn't mean anything for Closed Position.
I just gave up tbh. I don't have it in me anymore to give them a detailed explanation why they are wrong. All I can say is pls read your Tooltips and hope and pray to never see them again.
But hey huge shout out to the Sage who was standing there reading his Tooltips in the middle of the fight and only using Diagnosis on me and for some reason not using a single shield. He definitely didn't have all his Healers at 80 already (/s). But that Dance Partner really got his dps going.
https://preview.redd.it/jngj7849na581.png?width=191&format=png&auto=webp&s=18b5348d479cb816d9eea8bc2297c50381b55445
I'm talking about this, specifically: https://www.reddit.com/r/Windows11/comments/q3v7f6/taskbar_tooltip_location_bug/
Can someone tell me if they already fixed it? I'm literally just waiting this to make a clean W11 install ):
It's kind of weird that ability tooltips don't already have tags on them. Between ability tooltips, skill lines, gear sets, buffs, champion points and consumables there are so many ways the game describes an ability or damage type players are often left trying to puzzle out which abilities are affected by a particular buff/champion point/etc.
This could easily solved by just adding tags to ability tooltips. Tag an ability with "Damage Over Time", "Martial", "Spell Damage", "Single Target" etc and add all relevant tags.
Really easy, communicates information a player needs and would help a lot in understanding how different things interplay.
The Nest of Beens does not do the damage advertised by itβs tooltips.
Please look at this video where a friend and I compared magonels to nest of bees against groups of archers. Itβs quite clear which is better. Mangos vs Bees.mp4 - Google Drive
The result was thus.
Please fix this bug.
Title. I was in practice tool and trying to figure out why the Q1 dmg to dummies and bots wasn't adding up to the indicated dmg. Return Q deals indicated dmg, however.
Assuming the tooltips go live, specifically the defensive/utility side of the game (like Verraise, and RPR's 10% mHP shield + 500 potency group HoT every 30s, and tank CDs), what total rDPS do you think the jobs should do in comparison to each other?
In other words, let's assume SAM does 100 DPS. SAM is a melee with (sometimes) melee uptime issues, doesn't have very much in the way of helping the group survive or recover the situation besides the new Feint, and it can't do mechanics leaving the boss very flexibly. Let's for now assume no one does higher than SAM's 100 DPS.
Then look at something like SMN. It brings a raise, an occasional group HoT, a superior group mitigation Addle, and it's also tankier in EW due to its new self-shield. It's ranged, letting it take the brunt of mechanics you are allowed to give to a player, and as of EW might as well belong to the physical ranged role due to its incredible mobility. A good chunk of its rDPS also relies on the party being good, which is a drawback. Where in your mind should it compare to SAM's potential? 90%? 95%? 98%? ... 100%?
Some things to potentially consider:
- Defensive utility. Can RDM or SMN in a balanced world do 100% of BLM without killing it? Should the tank with the "best" CD suite do the same damage as the worst tank CD suite - and if not, is it balanced in FF14's system to have definitively higher DPS tanks when overgearing usually results in no further healing on the tank anyway?
- Ranged versus melee. While it's rare for it to matter heavily in raids, sometimes at all, it's an objective bonus to be ranged if all other things are equal. This, along with defensive utility differences, is the main reason why an answer of "they should all do 100 DPS!" is bogus IMO, since if they all did equal damage you'd bring three ranged/casters and treat one of them like a melee with no downside.
- Multi-DoT/AoE potential. All things being equal, if a BRD did 100% of SAM on a ST, any fight where an add spawns and is alive for more than a few seconds, BRD gains more. Should that impact balance?
- Difficulty or practice required. Should a BLM who has to hone his or her craft and repeat a fight 30 times do the same as a SMN or RDM coming in to nearly their ideal potential on the first pull? Should melee having to hone their sweet spot risky uptime strats have extremely similar DPS to a ranged DPS who never has to aim for that Shiva mechanic safe spot or milk the final GCD before leaving the b
... keep reading on reddit β‘https://i.redd.it/csd7ezc82z381.gif
I just want to say I love the game and enjoy it alot.
Though, I find it inconvenient to wait for a loading bar to see the different tooltips around workshop. What is the purpose of this? I end up forgetting the first item I wanted to compare.
Blog Post: https://sunsfan.gg/dota-2-tooltips-at-ti-10/
Hey all, I just wanted to say we appreciate all the feedback & support from the community! With that said, we have decided to keep our extension completely free for general non-tournament use. Our server costs have definitely grown, but we're hoping more tournaments will follow Valve's footsteps and purchase a license for the upcoming DPC seasons.
Some cool stats we collected from our extensions during TI 10:
Unique Viewers: 16,620,379
Mouse Clicks: 198,207,810
Mouse Hovers: 883,350,375 (yes that's almost a billion)
PS: bukka has already updated the extension to include Marci & the new patch and we will be adding some of the TI 10 features to the regular extension soonβ’
Slightly clickbaiting title, which stands true as long as ur not facetanking a boss, and considering its a skill that is quite bad for bossing, it is really unfortunate.
This is especially noticable if ur using a shield, which is pretty much dumb to not use(i hadn't realized this when dual wielding so it's probably not so noticable)
The numbers wont be accurate but should be enough get a clear idea, so lets say the tooltip says you do 2 attacks per second(so 0.5) ur first attack will take like 0.7seconds, while the next one will do it in 0.3 seconds. Even if u walk in between this wont change.
But the problem is if i put a movement skill in between you will actually reset the skill and it will go from 0.7 sec to 0.7sec. Yeah its less noticable with higher attack speed, but unfortunately it still feels weird. Not to mention it feels weird even when going from 0.7 to 0.3.
This mechanic is also the reason why if u switch to ws from frostblades it feels utterly garbage, not to mention u can't really use multistrike to cover it up either, since you wont benefit from elemental equilibrium almost at all.
It needs a rework since it makes you stand in place for longer to use the damn skill, which gives the enemies more time to kill you, not to mention if ur fighting a boss and cant face tank it, it feels even worse, frost blades are nice with its unchanging attackspeed, so why cant we get it for wild strike too? Also I'm not asking to make it 0.3 to 0.7,but 0.5 to 0.5 so it doesnt feel so clumsy and we wouldnt lose damage because of a mechanic that has no reason to be in the game at all.
Like I click on monastery or castle and I want to see its remaining hp or idk, something, but if has units in it you just see the building icon and the type/number or units
Kai'Sa's tooltips showing enough stats to evolve, yet not being able to do so, is a known bug that has been around for a few patches. This is because the tooltips are currently bugged to include stats gained from runes, but these stats DO NOT contribute to evolutions.
For example, the AD gained from adaptive rune shards, Absolute Focus, or Gathering Storm do not contribute to your evolutions, but will affect the tooltip number. Evolutions are only calculated based on Kai'Sa's base stats and stats gained from items.
Here is an example:
Although the Q tooltip shows 120/100 Bonus Attack Damage, Kai'Sa is not able to evolve her Q.
Would it be possible for a mod to pin this post to decrease the number of questions about the evolution tooltip bug? Thanks!
I've been looking for an alternative solution to move the tooltip since TinyToolTip died, and didn't find anything that suited me, so I made one!
I've seen that's something that is quite looked up so I'm sharing the link here, maybe it'll be useful to some of you !
On the Aftershock-related nodes of the Primalist Earthquake tree (eg. Crushing Wake), hovering with alt pressed shows a tooltip with the normal 4% per point Attunement scaling but a whopping 40% per point Strength scaling. That seems a bit... excessive, compared to other attribute scaling in the game. I assume this is a bug, haven't tested yet if it's just a display error or actually affects damage.
This is something that has bugged me since the start of the Windows 11 insider builds and it is still present. I created countless bits of feedback about this and keep mentioning it in every new build post, but the issue is still there.
Please consider upvoting this bit of feedback and keep mentioning it to the devs so we hopefully get a consistent taskbar one day:
Edit: this is present in build 22526 and has been there in every build before it.
First time posting here so apologies if I should have posted this somewhere else.
I'm simply looking for any addon or WeakAura that will more accurately show the numbers in my spell's tooltips. For example, my Warlock's Life Tap says "Converts 426 health into 426 mana." However when I use it, it actually requires 835 health, which is nearly double what the tooltip states. Anything that could help to rectify this would be greatly appreciated!
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