A single Call of Steel infinitely generates Steel Shards if you attack fast enough.

Call of Steel generates 4 Steel Shards every 0.5 seconds and is supposed to stop doing that once you consume them.
"
Calls impale debuffs from enemies, alive or dead, in a large
area around you to gain steel shards. Deals reflected damage
in a smaller area around each such enemy based on the
impales removed from them. Continues to grant shards over
time until you reach maximum or spend them.

However, if you manage to spend all 4 Steel Shards before generating the next set of 4 - for example by attacking with Lancing Steel with an Attack Speed of at least 2.0 per second - it just keeps generating those Steel Shards.
In other words, you can just hold Lancing Steel and never need to manually "reload" after the initial Call of Steel and still always get the empowered version of Lancing Steel as long as you attack at least twice per second.

It probably does not have to be said, but that can be very beneficial in terms of dps. It might be desirable to get an exact attack speed of 2.0 per second with Lancing Steel to maximize dps against a single target that does not require you to move around too often. But the way it currently works seems not intentional to me, as i obviously spend the shards, which should stop it from generating more of them until i use Call of Steel again. I would love to minmax around a mechanic, but i do not want to build around one that is a bug. So....

Am i missing something and the Ability acutally does work as it is worded?
Is the current interaction intentional despite being inconsistent with the description?
Am i an idiot for not already knowing the answers to these questions because i didn't dig deep enough into the bug reports?
I don't know, but maybe someone else does?



Last bumped on Nov 5, 2021, 1:29:38 AM
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