Trinity needs a tweak and "bugfix"
Trinity states that maximum resonance is 300, due to each individual resonance having a maximum stack be 100.
However, you can not reach this 300 ever, due to the way trinity works. Each hit with a type reduces the other types, so you have the following resonances: 100 fire, 93 cold, 93 lightning --> Now do a cold hit 97 fire, 100 cold, 90 lightning --> Now do a lightning hit 94 fire, 97 cold, 100 lightning --> Now do a fire hit 100 fire, 94 cold, 97 lightning --> etc. In a perfect world, you can have 100+97+94 resonance = 291. The simplest solution is to allow the max resonance per element be 112, however, that doesn't fix the main issue with the skill. If you have a steady rotation of 3 different elemental skills, but somehow one of these hit different enemies offscreen, you can suddenly find yourself with both of your other elements drained. Simply change trinity to no longer reduce resonance of the other elements when you hit with a certain element. I.e: hitting with a fire skill just boosts your fire resonance. And then add the line: if you haven't dealt damage with primary element [cold|fire|lightning] recently, you lose 20 resonance per second of that type. So if you don't deal each of the elements' dmg type as a majority share, you would drain your resonance of that type. You're still required to hit every type of skill at least once every 4 seconds, which is enough of a tax on skill usage, but suddenly a single skill bursting many hits with a specific elemental damage no longer drains the whole resonance. Otherwise this skill only works with painter's gloves, and making a whole skill only work with a crap unique is just bad design. Dernier bump le 30 sept. 2025 à 06:22:13
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