Both Resolve and Elemental Harmony, among many other effects, use the form "each time you are hit, X happens."
However:
- Resolve's resistance effect triggers, even without 5 points in the talent, when I would take damage but my Antimagic Shield absorbs all of it.
- Elemental Harmony's get-a-buff-based-on-the-element-that-hit-you effect does not go off when you are hit by an elemental effect but your Antimagic Shield absorbs all of it.
Which one of these is the norm for how the game resolves an "each time you are hit" effect when the damage is blocked by a damage shield of any kind? Presumably the other one is a bug, although I could see some coding issue if the design intent is for level 5 Resolve to proc for the added Equil recovery when Antimagic Shield is hit but you have to have it register the hit in the first place regardless of level.
What does "each time you are hit" mean exactly?
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Re: What does "each time you are hit" mean exactly?
the anti magic prevents damage, harmony triggers when you actually take damage.
if anti magic lowers damage down to zero, there is no damage to trigger off.
some effects work before the damage is taken, some after.
if the damage is nullified before they reach you, the "after" effect will not be triggered.
or, at least that's how i understand it.
so if i am correct, it shouldn't be too difficult to realize which ones are which.
the ones that affect the damage being taken, must be triggered before them.
effects that require you to take damage to do something else, should be triggered after.
lets look at the shield of light "each time you take damage, heal you for x at a cost of two positive".
it doesn't affect the damage that is targeting you, but if you don't take them, then there is nothing to heal.
if anti magic lowers damage down to zero, there is no damage to trigger off.
some effects work before the damage is taken, some after.
if the damage is nullified before they reach you, the "after" effect will not be triggered.
or, at least that's how i understand it.
so if i am correct, it shouldn't be too difficult to realize which ones are which.
the ones that affect the damage being taken, must be triggered before them.
effects that require you to take damage to do something else, should be triggered after.
lets look at the shield of light "each time you take damage, heal you for x at a cost of two positive".
it doesn't affect the damage that is targeting you, but if you don't take them, then there is nothing to heal.
Re: What does "each time you are hit" mean exactly?
I get that this is what is happening, but I don't think both kinds should be described as "on hit" if they have different triggers. My question is, when the game says "on hit" normally, which does it mean? When you're hit, or only when you take damage?
Re: What does "each time you are hit" mean exactly?
both. apparently.
Re: What does "each time you are hit" mean exactly?
They likely have a sanity check for only triggering on hits above 0 damage.
So if another effect triggers first and negates the damage, later effects won't trigger.
So if another effect triggers first and negates the damage, later effects won't trigger.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: What does "each time you are hit" mean exactly?
So now the question is what the ordering is, and how to expose it...HousePet wrote:They likely have a sanity check for only triggering on hits above 0 damage.
So if another effect triggers first and negates the damage, later effects won't trigger.