Singularity doesn't work with RF totems?
Picked up a singularity to test this morning, fully expecting it to buff the damage.
My total increased damage with lavianga's equipped is 300%, swapping over from a 13% lavianga's to a 79% lavianga's means that mobs without the debuff should be at 287% and mobs with should be at 379% - the damage difference should be somewhere around 20-25%, which should be visible at the least when burning a pack of mobs. I stand on the edge of a pack of tanky zombies, so that only some of them have the singularity debuff, and drop an RF totem in the middle of the pack, so that it burns all of the mobs starting at the same time. Without fail, they all fall over together, exactly as they would normally. I can't work out why this wouldn't work? The damage increase is generic, which works with all damage sources including dots (supposedly). Last edited by Pathological#1188 on Mar 8, 2016, 8:58:01 PM Last bumped on Mar 31, 2016, 5:57:47 PM
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![]() To show broadly how I tested. One has the debuff, the others don't, and they all fall over at the identical moment. All are still within their death animation here. |
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I believe Singularity's "increased damage against hindered enemies" mod wont affect Righteous Fire as RF deals damage over time and damage modifiers that are conditional on properties of the enemy can only apply to hits.
Source: Post by Mark_GGG [Edited for clarity] My supporter items: Victario's Charity and The Forsaken Last edited by Mokihiki#2900 on Mar 8, 2016, 11:07:33 PM
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"Ok, so general "damage" increases work, but not damage increases that apply only under a specific condition (such as debuffed with singularity). That sucks, but atleast it makes sense. |
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if thats true then why would curses work?
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" Because Curses have entirely different functionality compared to state-checks :/ Damage calculation works in two stages: Damage output (attacker), and Damage taken (defender). Curses apply to the latter - Singularity to the former. When your Damage output is calculated, it doesn't check any of the enemy's stats - unless you have a state-check such as Singularity. Singularity would have to check each enemy in range every frame, because it's an effect on two different sides of Damage calculation. I imagine that would cause tremendous amounts of lag? |
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Well, it has to check enemys (or should have) every frame regardless, because as you said it has to include the stats of the enemys (resist, damage taken ). I cant imagine adding 1 check on top of the 2 checks that are already there (resi check, dmg taken check) would cause too much lag.
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Resists/Damage Taken exist on the same entity that is taking said Damage. Debuffs are already being tracked, on the same entity, so it knows when it has to refactor Damage Taken. All it has to do is wait for a change to occur, and then it does state-checks.
The attacker doesn't know when effects start and end on the defender though, so it needs to be checked every single time. Now, do note that this is just how I would figure it works, based on what I've learned. Take it with a grain of salt, it's probably not 100% accurate. ----- You know how More multipliers are really friggen powerful? Going from two checks to three checks means adding 50% More CPU strain. That's a shitload. |
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50% more CPU strain if these 2 checks were the only things the servers are calculating. But I guess in the end only GGG knows.
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its basically a weapon that was made for rf that does not work with rf. sucks cause effect is super cool. so is wep art itself.
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