So i like digging for information, i love testing .mechanics, and min maxing builds to the best of my ability. Im 1300 hours into the game on a single main, with the others just simply 50 and not used much.
Last night i went to correct a statement of a guild member, noting that i could be wrong if things were coded differently, and i almost lost my mind for 5 minutes.
Any item in the guard set that says "match (color) gems and get X% bonus to Y triggers every singlw time you complete that task even in a single turn. An example would be Guards broad sword, gain 2.5% of your starting power when you match (color) gems. If its dark, and i make 3x matches in a single turn of lets say purple gems, i will gain 10% power.
Taking the night ring that gives 5% dark damage bonus for matching 5+ gems im only get 5% no matter how many are matched separateltly. Wearing 2 rings gives 10% per match per tuen.
I tested this with onepiece of gear at a time, erything so far only triggers once, melee resist, power, with the guard set being the only exception.
I dont mind a gear set being special, but i think that should be listed somewhere. Id like to say that all gear should share this, but if thats not possible at least reword things.
This simply isn’t great coding or in game measages. If im willing ti take the time to test many battles to learn how one line is worded that line should be consistent, as n ow i know im makig builds that arent balanced entirely.
Suggest making all instance of this stuff the same. I would t want to see things undone.
Good and valid point.
There should be clarity between one time effect and every time effect.
I also think there’s a difference if it’s a gear ability (every time normally) or gear set ability (once).
Examples:
Warlord belt launches multiple times whereas warlord set 1 is one timer. If i remember well.
Corrupted guard armor leeches for every stack of 5.
Dreamhold ring adds 8 mana for every stack of 5.
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Warlord Wrap and Warlord Set Bonus 1 are bad examples IMO, as they’re written the way they should be.
Warlord Set bonus - Increase Power by 2.25% for each Skull Gem on the board. (Its all the skulls on the board, while they’re on the board of course its one timer, one that constantly shifts as skulls are destroyed, removed, and added).
Warlord’s Wrap - Gain 2.5% of your starting Power when matching skull gems. (again pretty self explanatory, not sure why either of these would need to be rewritten).
They do though (Dreamhold ring, guard gloves, guard armor, guard shoulders, corrupted guard armor, etc). There is no need for the devs to reword everything just because of this. Night Ring seems to be the only item in question here that might need to be reworded or just looked at in general to make sure its behaving as intended. And if it is intended to work that way with 1 time limit per turn just slightly reword the description…
Night Band (current) Gain +5% Dark Damage Bonus when matching 4 or more Purple Gems in one match
to Night Band (reworded) Once per turn, gain +5% Dark Damage Bonus when matching 4 or more Purple Gems in one match
@Dellusions Just tested Night Bands. Its actually working as intended, with multiple activations just like everything else of that type (guard armor, guard shoulders, dreamhold rings, etc). Two Night band rings, two matches, +20% dark damage added.
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Sorry as im sure tou noticed ive bwen stuck at work lol. Ill go look at this, pretty sure it didn’t work when i started and got it, but ive tested other items that donr work like this. Going to go check the wording.
My guess is the chains were connected, If a chain is connected, its just one chain, even if the whole board is purple. They have to be separated by other gems, even if its just skulls.