Zealot's Oath vs. Stasis map suffix.

So, now having asked a couple of people who play low-life RF builds and watched one do a no regen map on stream I can safely say that Zealot's Oath ES regen DOES WORK IN STASIS MAPS.

Now, the question is what did Mark mean by "fixed" in 0.11.1.
Dernière édition par Hackusations#2294, le 20 juin 2013 à 23:15:21
The stat description will be changed to be less ambiguous. The stat removes life regeneration, and as such, that regeneration cannot affect ES.
This does not prevent non-regeneration recovery of ES.
Dernière édition par Mark_GGG#0000, le 20 juin 2013 à 23:29:44
"
Mark_GGG a écrit :
The stat description will be changed to be less ambiguous. The stat removes life regeneration, and as such, that regeneration cannot affect ES.
This does not prevent non-regeneration recovery of ES.


Maybe it is just me, but it seems there has been some miscommunication here.

We understand that Vaal Pact eliminates the regen that Zealot's Oath would otherwise convert and in 0.11.1 you plan to fix the description to make it more clear this is the case.

I was questioning whether or not the Stasis suffix (Players cannot regenerate Life or Mana) for maps also behaved this way and to my knowledge it doesn't, i.e. the ES still gains the converted regen from Zealot's Oath likely because a map modifier is applied after the conversion in the calculation.

"
Hackuseme a écrit :
"
Mark_GGG a écrit :
The stat description will be changed to be less ambiguous. The stat removes life regeneration, and as such, that regeneration cannot affect ES.
This does not prevent non-regeneration recovery of ES.


Maybe it is just me, but it seems there has been some miscommunication here.

We understand that Vaal Pact eliminates the regen that Zealot's Oath would otherwise convert and in 0.11.1 you plan to fix the description to make it more clear this is the case.

I was questioning whether or not the Stasis suffix (Players cannot regenerate Life or Mana) for maps also behaved this way and to my knowledge it doesn't, i.e. the ES still gains the converted regen from Zealot's Oath likely because a map modifier is applied after the conversion in the calculation.



He's saying after 0.11.1 zealoth's oath es regen won't work in stasis maps anymore so RF will not be useable in no regen maps.
"
Mutubah a écrit :
"
Hackuseme a écrit :
"
Mark_GGG a écrit :
The stat description will be changed to be less ambiguous. The stat removes life regeneration, and as such, that regeneration cannot affect ES.
This does not prevent non-regeneration recovery of ES.


Maybe it is just me, but it seems there has been some miscommunication here.

We understand that Vaal Pact eliminates the regen that Zealot's Oath would otherwise convert and in 0.11.1 you plan to fix the description to make it more clear this is the case.

I was questioning whether or not the Stasis suffix (Players cannot regenerate Life or Mana) for maps also behaved this way and to my knowledge it doesn't, i.e. the ES still gains the converted regen from Zealot's Oath likely because a map modifier is applied after the conversion in the calculation.



He's saying after 0.11.1 zealoth's oath es regen won't work in stasis maps anymore so RF will not be useable in no regen maps.


The quote is right there and he stated no such thing. He simply reiterated his statement about Vaal Pact and changes to the description while never acknowledging that ZO does regen ES in Stasis maps. In fact I'm the only one in this thread that explicitly confirms this was the case.
"
pneuma a écrit :
"
Hackuseme a écrit :
It says, "Players cannot regenerate Life or Mana", which is ambiguous.

It's not ambiguous. You have no life regen as a result of the map affix and "nothing" is converted to es regen.

Feel free to hold out for another person to confirm if you don't trust my experience.
Or read this thread or any others.


Understand that PoE takes its wording VERY literally, and this is the reason that this mod is incorrect (as confirmed by mark).

Cannot regenerate Life or Mana in path of exile terms means nothing more than that. It does not state that it zeroes the stat, it states that you cannot regenerate life. This is similar to the incorrect wording of Vaal Pact that is being fixed that states Life Recovery from Regeneration has no effect, rather than actually saying that it zeroes your life regen stat.
It is still unclear what Mark was referring to in his statements in this thread. He seemed to be reiterating what he said about Vaal Pact, but didn't acknowledge that unlike that interaction ZO does work within Stasis maps or that this is intended. However, based on his other comments in the VP thread the interaction with Stasis is correct regarding the description as it is only negating the life recovery from regenerative effects not removing regeneration. VP reads the same way, which is why the description is incorrect and will be changed.

People should understand that descriptions no matter how literal are only but so accurate and detailed because they are over generalizing the calculations of variables in a table. Modifiers like VP, ZO, Stasis, Smothering, etc... are applied at different points along the formula for calculating the sum variable Life Recovery, which is why they behave differently.

So, Stasis functions like...
(0)Regen + (1)Flask Recovery + (1)Leech = (1)Life Recovery

and Smothering functions like...
(1)Regen + (1)Flask Recovery + (1)Leech = (.5)Life Recovery





I think you just have poor reading comprehension. I guarantee you in 0.11.1 that zealot's oath won't give you ES regen in no regen maps anymore based on what Mark just said.
"
Mutubah a écrit :
I think you just have poor reading comprehension. I guarantee you in 0.11.1 that zealot's oath won't give you ES regen in no regen maps anymore based on what Mark just said.


Sigh...

Mark's response in the VP thread;
"As currently worded, VP is explicitly stating that it only prevents the recovery of life, not ES from regeneration - the wording actually says that you would still gain ES from ZO, which is incorrect. This will be fixed with the updated wording in 0.11.1" - Mark_GGG

- VP's description is wrong.
- VP does remove regeneration.

Mark's response in this thread;
"The stat description will be changed to be less ambiguous. The stat removes life regeneration, and as such, that regeneration cannot affect ES.
This does not prevent non-regeneration recovery of ES."
- Mark_GGG

- The stat description is wrong.
- The stat removes regeneration.

So please tell me how you arrive at the interpretation that he is referring to Stasis and more importantly where he said anything about changing mechanics.








"
Hackuseme a écrit :
So please tell me how you arrive at the interpretation that he is referring to Stasis
I figure the fact I posted that in this thread, which is specifically about stasis, is a clue :P

I posted without seeing Hackuseme's post claiming that ZO does work in maps with the stasis mod. I've asked testers to look into it specifically, but that should not happen, and if it does that's a bug we were not aware of. At the time, A was explaining that it didn't work (because we did not know it was bugged in this way), and explaining I'd change the stat description to make that more clear.

If ZO is bugged and ignoring this stat, then that has already been fixed on our local servers, without us even knowing we'd fixed it, by changes that were just tidying up how those stats were written to make adding new ones easier. As a result testing whether it was actually bugged it is hard for us as we need to run on servers using old code to see what happens, and Mark2 was having issues getting those working when I talked to him this morning.

So short answer: ZO was never intended to work on these maps. If it does, that's a bug. If that bug does exist, it's already been fixed without us specifically trying to fix it, because we re-wrote those stats for other reasons and didn't make the same mistake twice. Either way, it will not be bugged like that in 0.11.1. The stat description, which was ambiguous, has been changed for 0.11.1 to make it clear that this will not work.


UPDATE: Mark2 was able to get the old code servers working enough to reach the map, and confirmed this was indeed bugged as reported in this thread. As stated, that bug was already fixed before we were even aware of it, so it definitely won't still be bugged in 0.11.1.
Dernière édition par Mark_GGG#0000, le 24 juin 2013 à 01:47:23

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires