Currently, stacking equipment that give "resist all after a teleport" and then teleporting causes you to gain resist all = to the total amount given by all the different equipment. It has worked with every teleport I've used so far... until now. I just tried using a Phase Door Rune that gives 45% resist all for 8 turns. I get 45% resist all on an 8 turn buff--none of the "resist all after a teleport" gear is being applied.
However, let's say for a moment that this was intended (even though I don't think it is, let's assume that for now). I just did a test--I equipped 2 items that give 6% and 14% resist all after a teleport, then used phase door (spell, not rune). I gained a FIVE turn 20% resist all buff. I rested 10 turns, then used my phase door rune and gained an eight turn 45% resist all buff, then on my next turn I used phase door (spell, not rune), and now I have a THREE turn 20% resist all buff (and the eight turn 45% resist all buff is gone). So not only is my weaker resist all buff replacing my better one, the new buff has a reduced duration. (I tried teleporting the other way around, using phase door then phase door rune, and nothing obviously buggy happened, I just lost the five turn 20% resist all buff for the eight turn 45% resist all buff) I also tried waiting several turns after using the phase door rune, then using the phase door spell, and no matter how many turns were left on the 45% resist all buff, the 20% resist all buff would only last three turns when first applied (when it should be five).
Phase Door Rune vs. "resist all after a teleport"
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Phase Door Rune vs. "resist all after a teleport"
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Re: Phase Door Rune vs. "resist all after a teleport"
Bump for visibility because DG just fixed a bug regarding phase gear and Dark Portal.
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