playing the latest build as of september 12 2014.
playing a paradox mage. is equipping 3 items that add "defense/resist all by + X after teleport"
after teleporting only one of them adds the defense (the highest one)
I was under the impression these would be additive. so i could teleport in and be all awesomely defensive for a few turns.
That's all I got.
Defence/resist after teleport is not cumulative -
Moderator: Moderator
Re: Defence/resist after teleport is not cumulative -
can you post all the values, including how much you have without it?
(probably "diminishing returns")
adit-----
what am I talking about? applied timed effects don't stack EVER.
this is on action triggered "effect" which last for.
all the items apply the same effect, only weaker or stronger. however, they are still separate.
while it would have no effect on instant effect, or on talents(like +2 to wards) this is a timed effect.
good and clear example are regeneration infusion. if any sort of regeneration timed effect is applied to you, you cannot use them. while you can wait for infusion, triggered effect cannot.
this could (probably) be resolved if they added to a passive talents (like (active) wards, or dig)
(probably "diminishing returns")
adit-----
what am I talking about? applied timed effects don't stack EVER.
this is on action triggered "effect" which last for.
all the items apply the same effect, only weaker or stronger. however, they are still separate.
while it would have no effect on instant effect, or on talents(like +2 to wards) this is a timed effect.
good and clear example are regeneration infusion. if any sort of regeneration timed effect is applied to you, you cannot use them. while you can wait for infusion, triggered effect cannot.
this could (probably) be resolved if they added to a passive talents (like (active) wards, or dig)
Re: Defence/resist after teleport is not cumulative -
This is more of a suggestion than a bug report imo. At first it would have striked me as a bug too though, the way those items are made (since they are items and stuff form items usually stack (though they are effects)). Radon26's explanation kinda says otherwise though. It's more of a question like "is this intended?"
Afaik the guy doing chronomancers is redoing them and one idea is a talent thats adds the voidwalker effect. Maybe it will be redone as a stats (like crit reduction, damage affinites or spell cooldown) or else the items epecially designed for temporal wardens / phase door rune will be pretty useless.
Edit: The mechanic for stacking debuffs is present though. See "burning" and "poisoned".
Afaik the guy doing chronomancers is redoing them and one idea is a talent thats adds the voidwalker effect. Maybe it will be redone as a stats (like crit reduction, damage affinites or spell cooldown) or else the items epecially designed for temporal wardens / phase door rune will be pretty useless.
Edit: The mechanic for stacking debuffs is present though. See "burning" and "poisoned".