Journey Tattoo of Makanui + Impossible escape
Impossible escape don't work to 2nd Keystone passive skill ( Which was obtained using Journey Tattoo of Makanui).If you clearly follow the description of impossible escape, then it should act on both keystones, because they are both present in the passive skills tree of the character (There are no reservations or exceptions to "non-native" keystones in the description of Impossible escape).In the description there is only the name keystone and the ability to choose skills around it - and that's it.
Last edited by mgY0DA#6219 on Sep 20, 2023, 3:15:18 PM Last bumped on Oct 10, 2023, 7:38:13 PM
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Journey Tattoo of the Makanui clearly states that it "Grants a random Keystone".
Granting the keystone doesn't actually places it there it just overrides the original keystones effect to instead apply the effects of another keystone. IGN: Vrozen_DEK
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" Strictly from the descriptions it does not follow. You are manipulating your interpretation to fit the way it works now. I would like to hear an official response from the developer - is this how it should work or not. |
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" it just the same as Skin of the Lords (or Blight anointment) . Devs usually would not answer these Gameplay Help question This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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" Skin of the Lords not modification Passive tree skill. And Impossible Escape modification NOT Keystone, but modification the area around keystones (Which has a specific name) ... The essence of the question is not that the effects of two identical ketstones do not combine together Last edited by mgY0DA#6219 on Sep 21, 2023, 9:04:03 AM
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" You are bending words to fit your wish, not me. "Granting" something is a term used in other places and it never actually "gives" you the thing but insead it's effect only. You don't get a skillgem to modify when you equip something that grants a certain skill. The tattoo would need to read "Change to a random Keystone" for it to be actually another keystone. " Do you really believe it would be the intended behavior to be able to access like 30% of the skilltree with just one impossible escape by simply converting a few keystones around the tree? One impossible escape would give access to: Additional curse 4% maximum elemental resitances 1 Additional attack projectile 15% reduced flask charges used 60% increased mana reservation efficiency a bunch of 10% life nodes and so much more. IGN: Vrozen_DEK
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" You can change a maximum of one keystone, where did you get all these bonuses from? "Escape" has an unambiguous reference to the keystone NAME and nothing else(уысфзу уааус. If your interpretation was correct, then the effect of the keystone modified by the tattoo should change while keeping the name in its natural form, otherwise there is not a single reasonable argument why "escape" should not work, due to the fact that the name is indicated in the description and the binding goes to the keystone name. If you write about it strictly logically: Does the tattoo change the name of Keystone? - Yes or no? - yes. Is the Escape effect tied to the keystone name? - Yes or no? - Yes, it is tied(Based on the strictly description of the impossible escape effect:The description specifies the name of keystone and does not specify what it should be- modified or "natural".Therefore, it is not a matter of dispute whether the effect or keystone itself is given, it is important that the tattoo changes the NAME, and the description of impossible escape does not specify anything other than the NAME keystone without additional instructions or explanations (even when pressing Alt).). And everything you wrote is an interpretation for the current state of things, which logically should not work like that! You either need to change the tattoo effect, or the description of Impossible Escape, or make it work and provide access to 2 areas around Keystones that have the same name at once. Last edited by mgY0DA#6219 on Sep 22, 2023, 6:27:01 AM
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" how about it is never meant to have 2 keystones of the same name "appear" on the tree so that it may need to have more "clear" wording for the tattoo currency? Also, you can't imagine something non-exist outright broken overpowered mechanic (like allocate passive around two keystones with ONE single jewel) and ask the devs to code it. How the game actually coded, is every passive was assigned a number and location "coordinate" , tatto may change the stat and "name" of the keystone (and name is not actually matter due to translation), but its numeric id is not changed. This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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" As a player, I can only judge by the descriptions. None of us knows how it is encoded. I pointed out a clear discrepancy with the description, and what to do about it - to recognize a flaw, to recognize incomplete descriptions, and so on, it's not my business anymore. However, in the existing descriptions, this does not work as it should - this is obvious to me personally. |
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new to the game?
The game's description is often barely worded. Get used to it. It just like the Blight anointment that "allocate" notable but not actually allocate that would affecting Tempered Mind/Spirit/Flesh or timeless jewel transformation....... This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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