Endurance charge on melee stun - is this a bug, or intended?
The reason mutistrike seems to be adding more is because it's boosting the dps of the single hit and subsequently boosting the splashed portion of the hit as well making the splash more likely to create stuns.
I think... ;) |
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Can't be right. Multistrike reduces the damage per hit in favour of having more hits.
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" But the sum of all of those hits (still considered as one hit for the sake of granting a charge) are a net increase in damage. |
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Sure, but if that's how it works it out, and you can only get one charge per 3 hits with multistrike, and one charge is consumed by the active skill to bypass the cooldown each time I activate the skill for 3 more hits, then it should be effectively impossible for me to increase the number of charges I have. And yet I still end up with 7 endurance charges.
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K, there's a lot of misinformation and false speculation here since my last post... forget it all.
Here's what's happening, and why your charges are climbing: you are *not* consuming an endurance charge with every use of VS. You are consuming charges on *most* uses, but not all, because of the way cooldown bypassing works. When you bypass a cooldown, it does not reset the cooldown of the skill or affect the cooldown in any way; the cooldown of the original non-charge-consuming VS still continues to count out its remaining duration. So say you use your first VS and gain a charge, then 1.5 seconds later you use it again (and gain a charge again), this time having to consume a charge to do so. The cooldown from the original VS (the one that didn't need to consume a charge to activate) will still be the one ticking, with 2.5 seconds remaining. Then, another 1.5 seconds later you use it again (and gain a charge again), having to bypass the cooldown with a charge again, while the original cooldown ticks down, now with 1 second left. Finally, another 1.5 seconds later you use VS again... only this time the cooldown has expired, meaning you don't need to consume a charge for this one, and upon using it a new 4 second cooldown will begin. So that charge you generated on the 3rd VS isn't consumed by the 4th, and will hang around on you, and when this cycle repeats again you'll net another, and eventually they'll accumulate. The point is not every VS after the first will eat up a charge; it works the same way with Flicker and Cold Snap and I'm assuming new Frost Wall. Only the cooldown-bypassing VS's will eat a charge, and only non-cooldown-bypassed VS's will set the cooldown. Last edited by Shppy#6163 on Jul 17, 2015, 11:27:11 AM
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Thanks Shppy, that's some interesting information!
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