Snapshotting
Okay, So i'm a bit confused about the Righteous Fire part.
Does that mean that If I cast RF with my searing touch and then swap to other weapon, RF's damage will be recalculated according to the new weapon? And If you remove the gem, it is recalculated without supports, and If you put back the gem, it is again recalculated? In my opinion, removing snapshotting is a great choice. I never really liked the idea because it felt like cheating. |
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"Not quite. If you put the RF gem into a different item with different supports, that will give you a new instance of the RF skill, different to the one that was used to case the currently active effect. nothing will update. If you put the gem back in the same socket it was removed from, then it's the same skill, and it will update to any of the supports that have changed in the meantime, and continue to do so for future support changes. "That would a) be snapshotting, and b) not be affecting the burning to death - there are no support gems in the game currently that affect the self burn. The "burning to death" philosophy is that you should not be able to turn off the skill by removing the gem. Allowing it to correctly update based on support changes, when able, does not impact that. "Correct. "That is currently correct. Ideally we'd like it to notice the supports being removed and update, but because the active skill gem is gone at that point, it can't tell what supports are linked to it. There might be changes to this in future, but for now, this is correct. "Could you please share how you calculated these numbers? Have you not found the zombie life bonus from the item significant in your play? | |
" yup. that's it. a logical, fact-based argument stating the position and pointing out a contradiction/double-standard? NOPE, MUST BE TROLLING! [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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" lol | |
"I'd somewhat agree. The "standard" summoner is really boring to me, since the path and method of approach is so cut and dry, in regards to what you should do. Personally, I'd really like to see summoner/melee or caster hybrid improved a bit beyond "Use Arc to cull", since it would allow for more interesting (or at least diverse) summoner builds. I'd suggest giving way to specialize in very specific summon types - skeleton, animated, zombie, etc, rather than having passives that are just "+1 zombie, +1 skeleton, and I don't fucking know, chaos resistance?". Doing such would allow the individual nodes to be stronger, letting people who just want to partially spec into summoning get full-strength (summon X), for a point cost that doesn't cripple the rest of their build. Totem nodes would be a decent example, as you can get reasonably decent totems (if you go near clusters anyway) for a small handful of skill points. |
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I have a legit question:
Is this being coupled with buffs to raise the bar a bit, or is this mostly an anti-power-creep patch? |
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" Think about it this way: You don't have four arms with which to carry 2 swords AND 2 shields at the same time, but what you can do is put one sword and shield on your back and walk around with the other sword and shield. As a result, the gems in the sword/shield on your back are still 'on' you, just not currently being wielded in combat. If that doesn't make sense to you, nothing will. |
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"Yes, that is the case. Those items are not themselves considered currently equipped on your character in any way. The secondary weapon slots have a special property affecting gems in those items, only for purposes of xp gain. This is why uniques in those inactive slots don't count as equipped uniques for the item that counts equipped uniques and grants intelligence for them. This is, to my knowledge, treated consistently throughout the game. "No, it does not, and that is the same definition of swapping - replacing one equipped thing with another thing that wasn't previously equipped. "It only specifies that you swap from one set of items, gems or passives to another, not how that is accomplished. Manually removing and replacing items with the cursor is one way to do this. So is weapon swapping, which does also technically unequip one set of items and equip new ones to the character. | |
"Yes. "No. If you remove the gem, it can no longer tell which supports should count, as no supports are technically equipped to the gem - so it uses the last known information about the skill when the gem was equipped - the set of supports that were equipped at the point the gem was removed will persist. | |
" umm... what? that's... MY point? the gear isn't unequipped. it's still right there. the gems are gaining experience, but the items they're in are considered not there? yeah, that's the inconsistency/double-standard i just mentioned. " that's... my point? how/why are the gems gaining experience if you're saying the items are unequipped? i was under the impression that inactive =/= unequipped. gear in the alternate slot is inactive. but... you know, equipped. now you're saying it's unequipped, and the same as if it's tossed in the stash. except the gems still gain XP... [Removed by Support] "Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! Last edited by robmafia#7456 on Jun 17, 2014, 10:32:51 PM
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