Gaining level can deactivate sustained wild gifts

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TheDevilWearsPravda
Wayist
Posts: 19
Joined: Wed Dec 29, 2010 2:56 am

Gaining level can deactivate sustained wild gifts

#1 Post by TheDevilWearsPravda »

So during a pitched battle I level and decide to assign the stat point and talents to improve my chances.

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You deactivate Icy Skin
You fail to use Icy Skin due to your equilibrium
So much for improving my chances.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Gaining level can deactivate sustained wild gifts

#2 Post by yufra »

Sorry about that!

The forceUseTalent calls in LevelupStatsDialog need to have "no_equilibrium_fail" added to them.

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self.actor:forceUseTalent(tid, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true})
self.actor:forceUseTalent(tid, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true})
<DarkGod> lets say it's intended

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Gaining level can deactivate sustained wild gifts

#3 Post by Sirrocco »

While we're at it, there's a few interesting effects on the antimagic sustain, when combined with, say, premonition.

It's entirely possible to have both Premonitions and the 3rd rank antimagic ability sustained at the same time. Finish the antimagic quest, get premonitions from the seer escort quest, activate premonitions, wait until the antimagic abilities calm down, and activate the antimagic shield. When you assign points after leveling, though, that all falls apart. Reactivating your premonitions ability causes your antimagic shield to deactivate/go on cooldown. Now, I'm not saying that you *should* be able to do this. Perhaps Antimagic Shiled ought to deactivate all magic-based sustains on activation. It's a bit odd to let it happen and then have everything break on level-up, however.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Gaining level can deactivate sustained wild gifts

#4 Post by yufra »

Anti-magic shield should probably check all sustains for "magical" ones and disable them.
<DarkGod> lets say it's intended

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Gaining level can deactivate sustained wild gifts

#5 Post by Sirrocco »

Yufra, you're not wrong, but I note a thing.

- Currently, assuming that you're not an equilibrium-using class to begin with, antimagic shield has some fairly strong anti-synergies with Aura of Silence and Mana Clash. Your only ways of regaining equilibrium (ignoring swallow from the sandworm queen, which seems somewhat edge-case) are resolve, walking on the overland map, and levelling up. Antimagic shield both turns off the equilibrium recovery of resolve and costs additional equilibrium. If you happened to have them all maxxed, there would certianly be cases where you might use both (possibly even at the same time), but it's not really worth *investing* in both. This change would make antimagic shield pretty much mutually exclusive with escort quest chants, escort quest hymns, and escort quest premonitions as well - essentially the best stuff the escort quests offer. It's storyline-appropriate and all, but it's a fairly significant nerf to antimagic shield for most of the people who might be interested in it. I would suggest that if it is so nerfed, something be done to add some usefulness back in.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Gaining level can deactivate sustained wild gifts

#6 Post by yufra »

Sirrocco wrote:... It's storyline-appropriate and all, but it's a fairly significant nerf to antimagic shield for most of the people who might be interested in it. I would suggest that if it is so nerfed, something be done to add some usefulness back in.
I am all for a change in how anti-magic is handled, to make it more a game-long decision (not let me hold out for 10 levels and then blast magic again) and increase it in power. That is for another thread and another time... :D
<DarkGod> lets say it's intended

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