Righteous Fire + item Quantity/Rarity

Righteous Fire is one of the least used spells in Hardcore.

The skill itself can be useful, but it can only be supported by very few support gems (probably due to the nature of the skill).

Suggestion:
Allow Item Quantity and Item Rarity to support Righteous Fire (i.e. kills by the fire aura of the skill)
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yep. it can deal damage on its own, so i see no reason why this should not be added
It can't work due to the way the damage is applied. Righteous Fire doesn't hit for damage. Mark has made some detailed posts explaining damage-over-time effects and killing blows.
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It can't work due to the way the damage is applied. Righteous Fire doesn't hit for damage. Mark has made some detailed posts explaining damage-over-time effects and killing blows.

My suggestion would then be to make item quantity and item rarity work for DoT.
I don't see why last-hit cannot be applied to any DoT spells (from a programmer's view, it's all about storing a double to the unit for the last applied DoT buff. That cannot be impossible).

I also find it very inconsistent that e.g. fireball will grant you less items/rarity of items if you kill by its burning rather than the direct hit. Where is no logic in that...
There are plans for systems to try to allow this functionality in future, but they are not the highest priority things to work on right now.
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Naromyz a écrit :
from a programmer's view, it's all about storing a double to the unit for the last applied DoT buff.
That is not remotely the case.
Dernière édition par Mark_GGG#0000, le 26 févr. 2013 à 19:25:26
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Naromyz a écrit :
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It can't work due to the way the damage is applied. Righteous Fire doesn't hit for damage. Mark has made some detailed posts explaining damage-over-time effects and killing blows.

My suggestion would then be to make item quantity and item rarity work for DoT.
I don't see why last-hit cannot be applied to any DoT spells (from a programmer's view, it's all about storing a double to the unit for the last applied DoT buff. That cannot be impossible).

I also find it very inconsistent that e.g. fireball will grant you less items/rarity of items if you kill by its burning rather than the direct hit. Where is no logic in that...


I doubt you've worked on a networked game before. It's not a trivial thing. I've played around with a source MP mod, and it's a pain in the butt to get/set certain kinds of data in certain situations, not all functions have access to all kinds of data.

Firstly, you don't have the slightest idea how GGG has coded POE. It was written in c++ and it's probably done in an object-oriented way, but that doesn't tell us much. Likely Righteous Fire doesn't have access to certain information about your character when it kills things. Or there's some other thing in the way.

Any changes they made to skills have to be done in such a way they don't create desync issues, or lag issues, or other undesired or exploitable behavior, so it's really not trivial at all. If it were, they would have fixed it a long time ago.

Also, as far as I know, burn damage does properly interact with IIQ/IIR, that was fixed some time ago.
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Dernière édition par anubite#0701, le 26 févr. 2013 à 19:44:12
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Mark_GGG a écrit :
There are plans for systems to try to allow this functionality in future, but they are not the highest priority things to work on right now.

Thanks
All I needed to know.


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anubite a écrit :
I doubt you've worked on a networked game before. It's not a trivial thing. I've played around with a source MP mod, and it's a pain in the butt to get/set certain kinds of data in certain situations, not all functions have access to all kinds of data.

Firstly, you don't have the slightest idea how GGG has coded POE. It was written in c++ and it's probably done in an object-oriented way, but that doesn't tell us much. Likely Righteous Fire doesn't have access to certain information about your character when it kills things. Or there's some other thing in the way.

Firstly, I never stated that such implementation would be trivial. If that was the case I'm sure GGG would've done it already. This doesn't change the fact that it is inconsistent if DoT does not benefit from the IIQ/IIR bonus.

Secondly, please refrain from using you or I as a part of your arguments. This will always end up with flame war on public forums, especially when either part starts pretending to know details about the other person.

Regarding my statement why it should be possible to make an RF kill detection:
Spoiler
From observations, it seems that RF has a chance to 'burn enemies'. This leads me to believe that there is some globally available information on the detection of 'contact' of the RF field. This implies that only one packet would have to contain the data involving the killer spell info (IIQ/IIR) to be stored and possibly later overwritten by other DoT's. Logically, if a unit dies without another killing blow, the DoT would have been what killed it - and if the IIQ/IIR was stored on the object, it would be able to apply to the death event without directly detecting that RF killed the unit.
This may not be how GGG implemented it and it may not be the ideal solution. I'm merely stating that it is indeed possible in theory to make a structure that would allow indirect detection of RF kill.


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anubite a écrit :
Also, as far as I know, burn damage does properly interact with IIQ/IIR, that was fixed some time ago.

So, DoT actually benefits from IIQ/IIR, and the only reason RF does not, is because it is not a normal DoT, but a 'DoT while in range/without a hit event'? Obviously I have misenterpreted the issue if that is the case.
What would happen if a burning unit dies from RF (will the IIQ/IIR apply to the burning?)
Dernière édition par Naromyz#6800, le 27 févr. 2013 à 04:53:02
So they are supported now? Anyone can clarify?
I dislike rarity so much im almost quitting poe2. GGG.

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