Viper Strike
Unavailable Post your 0.9.4 feedback for this skill here. Make sure you concisely state your character build, level, and other complimenting abilities you have when you talk about a skill - The more we know about your character, the better we can understand your feedback. Balance & Design Last bumped on Apr 21, 2024, 8:02:20 PM
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All feedback after this point is for 0.9.6.
Balance & Design
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Feedback after this point is for 0.9.7
Balance & Design
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"No I didn't? Viper strike charges are a completely separate debuff to poison, and you can have both, and both will take effect. multiple poison debuffs don't stack, only the highest of them takes effect at any given point, but viper strike is it's own separate defbuff. | |
"Yes, they both use the "poison" debuff. It causes chaos damage over time, has a specific visual effect, and "Yes. I can't understand at all why you would think they'd be the same. Viper strike applies charges, using charge mechanics, rather than a simple debuff, and is visually very different from the poison used by poison arrow and the passive. I don't see what they fact that they're "both from Skill Gems" has to do with that - they're two completely separate and unrelated skill gems, with their own mechanics. I'm not trying to be argumentative either, but I honestly have no idea where you're coming from with that part. Frenzy charges and the blood rage buff both affect attack speed and both come from skill gems, but I wouldn't expect them to work the same way and count as the same buff because they clearly aren't, both visually and mechanically, for exactly the same reasons as poison and viper strike charges. "Yes. " "Yes, because they have a base duration which is then affected by increases/decreases to arrive at the total duration. Last edited by Mark_GGG on Apr 30, 2012, 11:00:55 PM
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"Now I'm even more confused. The part you quoted is explaining that if an effect has buff duration increases apply to it, it also must have skill duration increases apply. It has nothing to do with effects from different gems. I literally cannot see any connection here to what you're saying, beyond the fact both are referring to the poison debuff. No, there are not two different fire kinds of "burning" caused by different skills. Neither are there two different kinds of poison from poison arrow and adder's touch. Viper strike is different from them, and is clearly visually distinguished, and clearly uses different mechanics (charges). If there was a skill dealing fire damage over time in a way that's clearly mechanically different to what burning does *cough0.9.9cough*, that debuff would not be the burning debuff, and would stack with it. "I was not aware Viper strike's description used the word poison like that - I don't use the skill much, and it didn't when I wrote the description. I can see how that increases confusion, but I still feel that the fact the effect is clearly visually distinguished is a reasonable hint that it's not the same effect as the generic poison. "Yep, that was my mistake, forgot it worked like burning and not freeze in that respect - fixed duration, but amount of damage per minute varies with the damage dealt. "No, you're not. There aren't (and can't be) different 'kinds' of frenzy charge. I was referring to the actual buff put on you by blood rage, not the charges it generates, and comparing that buff to a frenzy charge - as an analogy to you comparing viper strike which clearly uses charges, to the poison effect which is clearly a non-charge buff and expecting they were the same. "I would not be opposed to such a change - as I said above, I didn't know Viper Strike's description had change to what it is now, but it's not my call. I'll bring it up sometime when things are less busy. Last edited by Mark_GGG on Apr 30, 2012, 11:05:35 PM
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"Viper strike has never worked with bows. Are you thinking of poison arrow? | |
"I have no idea where you heard either of these things but they're both untrue. | |
"That is not the case. "This is what occurs. The attack cannot repeat until the previous repeat has finished. Assuming it didn't miss, this will mean there's an extra poison on the enemy, and this is counted when damage is calculated for the next repeat, increasing it's damage. | |
If you want to use a slow weapon, and have other things apply poison while you swing, you need to take into account that damage for a swing is determined at the start of the swing, so poison gained between starting a swing and it connecting won't be included.
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