Inscription Saturation

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edge2054
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Inscription Saturation

#1 Post by edge2054 »

Granted I didn't sit down and play with it a whole lot but I liked the layer of depth it added to using infusions. I felt like I wasn't just mashing wild and regen infusion as soon as cooldowns where up but instead actually had to think about when I used things and for what.

I think the duration was a tad long. Maybe 10 turns since it resets every time you use a rune or inscription.

Anyway, just wanted to offer some feedback since I noticed it was commented out and say that I'm still hoping it or something similar makes it in at some point.

vstat
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Re: Inscription Saturation

#2 Post by vstat »

I can't seem to get figure saturation out completely. B20 is first beta I've played in a few. This is the only topic that comes up in a search for saturation. Orignally I thought it would prevent u from using 2 infusions or runes back to back, but it appears that is not the case. What does saturation prevent you from doing?

edge2054
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Re: Inscription Saturation

#3 Post by edge2054 »

If you use a rune or infusion while you have the appropriate saturation debuff the cooldown will be increased by 1.

yufra
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Re: Inscription Saturation

#4 Post by yufra »

I think it is slightly more involved than that. Every time you use a rune you get Runic Saturation for ~10 turns at a power level of 1. That means that if you use another rune within the duration of the saturation effect THAT rune will have a cooldown increased by the Saturation's power level, the Saturation's power level will increase by 1 and then the duration be reset to 10.

For example, say you have a shield rune with a cooldown of 8. You use it, have it on cooldown for 8 turns and then use it again. The Shield Rune will now be on cooldown for 9 turns, and the saturation effect (if you hover over it) will have a power level of 2. You wait 9 turns and use the shield rune again. Now the Shield Rune's cooldown will be 10 (8+2), and the saturation effect will have a power level of 3. Basically the longer you spam one type of rune/infusion, the more difficult it will be to spam that type in the future. Clear?
<DarkGod> lets say it's intended

vstat
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Re: Inscription Saturation

#5 Post by vstat »

yufra wrote:For example, say you have a shield rune with a cooldown of 8. You use it, have it on cooldown for 8 turns and then use it again. The Shield Rune will now be on cooldown for 9 turns, and the saturation effect (if you hover over it) will have a power level of 2. You wait 9 turns and use the shield rune again. Now the Shield Rune's cooldown will be 10 (8+2), and the saturation effect will have a power level of 3. Basically the longer you spam one type of rune/infusion, the more difficult it will be to spam that type in the future. Clear?
Getting clearer, but still not totally clear. So if I use the same rune/infusion while that countdown is happening on the left hand side, it will raise the cooldown for that rune/infusion by 1? If I use it, wait out the cooldown and saturation effect countdown will the cooldown stay the same?

Also, will the increased cooldowns apply if I overwrite the rune/inscription?

edge2054
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Re: Inscription Saturation

#6 Post by edge2054 »

vstat wrote:
yufra wrote:For example, say you have a shield rune with a cooldown of 8. You use it, have it on cooldown for 8 turns and then use it again. The Shield Rune will now be on cooldown for 9 turns, and the saturation effect (if you hover over it) will have a power level of 2. You wait 9 turns and use the shield rune again. Now the Shield Rune's cooldown will be 10 (8+2), and the saturation effect will have a power level of 3. Basically the longer you spam one type of rune/infusion, the more difficult it will be to spam that type in the future. Clear?
Getting clearer, but still not totally clear. So if I use the same rune/infusion while that countdown is happening on the left hand side, it will raise the cooldown for that rune/infusion by 1? If I use it, wait out the cooldown and saturation effect countdown will the cooldown stay the same?

Also, will the increased cooldowns apply if I overwrite the rune/inscription?
Yufra's right on all counts, I was kinda rushing when I replied. But yes to both your questions. Basically what Saturation is is a stacking debuff that increases the cooldown of any rune or infusion you use while it's active by it's power. The power is equal to the number of times you've use a rune or infusion with saturation active + 1.

As an example, lets say you have a two runes of shielding with 15 cooldown and two healing infusions with cooldowns of 12.

The first turn you pop a rune of shielding and now have a power 1 runic saturation effect for the next ten turns.

The fourth turn you pop a healing infusion and your other rune of shielding. Your runic saturation duration gets reset and it's power goes up to 2. The rune of shielding you just used will now cooldown after 16 turns instead of 15.

On the tenth turn you use your other healing infusion, setting your infusion saturation to power 2 and the duration back to 10. This infusion will cooldown now after 13 turns.

On the fourteenth turn your healing infusion is back up and your runic saturation drops off. You pop your healing infusion and now your infusion saturation gets reset again and the power goes up to 3. This infusion will cooldown after 14 turns.

Hope that helps.

Freddybear
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Re: Inscription Saturation

#7 Post by Freddybear »

Does the saturation level affect just the cooldown time(s)?
A healing(100) infusion is still a healing(100) even though I use it with an infusion saturation timeout running, but it will take some turns longer to cool down because of that?

edge2054
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Re: Inscription Saturation

#8 Post by edge2054 »

Freddybear wrote:Does the saturation level affect just the cooldown time(s)?
A healing(100) infusion is still a healing(100) even though I use it with an infusion saturation timeout running, but it will take some turns longer to cool down because of that?
Yup, just cooldown times.

Note that saturation effects NPCs too. To beat the Weirdling Beast I literally outsmarted it through saturation use. It would pop Wild, Regen, Healing, and Shield and kept making it's cooldowns longer and longer while I rotated Shielding and Regen to keep my cooldowns the same.

When it's health was low and it didn't have Shielding, Wild, or Regen going I laid into it with a dual strike followed up with a flurry. Saturation was the reason it didn't have any defensive buffs going.

paboperfecto
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Re: Inscription Saturation

#9 Post by paboperfecto »

Are these temporary or permanent cool down changes? Will that second healing infusion always cool down at 14 after that or if I wait until my saturation clears it will go back to 12?

yufra
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Re: Inscription Saturation

#10 Post by yufra »

paboperfecto wrote:Are these temporary or permanent cool down changes? Will that second healing infusion always cool down at 14 after that or if I wait until my saturation clears it will go back to 12?
They are temporary boosts to cool down, and the second healing infusion will revert to 12 after both it and the saturation effect return to normal.
<DarkGod> lets say it's intended

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