Dreadbeak & Coward's Onslaught Bug?
So, my question is with these two items combined, I should be receiving 100% Increased Damage and Always have Onslaught active since the only status required to activate them is "While on low life", which the belt does. However, I do not see the Onslaught buff on my character, but i do notice the damage buff. Putting on a sword with close to equal PDPS is far lower than the Dreadbeak. Is this bugged or does the onslaught proc only upon reaching low life like Champion's Adrenaline ascendancy node? Any tips? Last bumped on Jun 30, 2018, 11:42:29 PM
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Onslaught is not a buff, therefore it has no buff icon. However your attack/cast/movement speed are affected, as you should be able to see on your character screen.
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Onslaught does have a character effect, is that only applied through flasks?
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And it definitely does have an icon at the top left that indicates that it's active, so it is a buff.
Easily indicated by Raider/Slayer. Last edited by Domukaru#0258 on Jun 30, 2018, 10:06:25 PM
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Onslaught itself is not a buff, it is just a collection of stats applied to your character. A Buff in PoE means something more than just a "positive effect on your character". Buffs come with a whole load of mechanical effects, most notably being affected by "increased effect of buffs" modifiers.
There are various buffs or other effects that grant you Onslaught. For example, the Onslaught support gem gives you a Buff, which gives you Onslaught. You see an icon for the buff, not for Onslaught itself. A Silver flask grants you Onslaught during flask effect. Again, you see an icon for the flask effect (which is a different icon from the Onslaught Support buff icon). On the other hand, the Raider ascendancy gives you Onslaught while you are at maximum Frenzy Charges. There is no additional effect granting you Onslaught, so you don't get any visual icon other than just the frenzy charge icon. So you can have a Buff that grants you Onslaught; but Onslaught itself is not a Buff, and therefore does not have a Buff icon. Something else that's granting you Onslaught might have an icon if it is something that should have an icon by itself (e.g. a Buff or a flask effect). This has been discussed here many times, a simple forum search should be able to bring up more threads. Most recent one here, for example. Last edited by Abdiel_Kavash#5296 on Jun 30, 2018, 10:17:21 PM
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Or simply my definition of the buff was in different context, but I appreciate the extended variety definitions of the term "buff".
I think perhaps GGG Should change it so that it's You "Gain" Onslaught while on low life so that it's more visual and can be more distinguished. |
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Which effects should or should not have an icon is not a simple decisions. There are some comments by Mark_GGG on the topic in this thread. Many endgame characters will have a dozen or so different effects which already have an icon applying to them at any given time in combat. If you start displaying an icon for everything under the sun, the effects bar gets too crowded and completely loses its purpose.
Currently, icons are displayed for: - Buffs (using the mechanical definition of a Buff) - Flask effects (if enabled in the options) - Charges - Minions and proxies - Several skill-specific modifiers (e.g. Blade Vortex stacks). Even just Dreadbeak has many different types of modifiers: Onslaught while at low life (conditional modifier affecting your character and your skills) Increased damage while at low life (conditional modifier affecting your skills) Added maximum life (modifier affecting your character) Life gained for each enemy hit by attacks (modifier affecting your skills) Added physical damage (modifier affecting the item) Displaying a separate icon for all of them would obviously be extremely impractical. Therefore a compromise has to be made somewhere. Most commonly, icons are given to effects that last for a specific duration, and then go away. Thus the information of whether you have the effect or not is helpful to the player, as you can make decisions based on it. (For example, reactivate a skill that has worn off.) An absolute majority of Low Life builds will be on low life (or considered to be on low life) permanently. If "on low life" modifiers all had effect icons, all those icons (of which there would be many; just the sword in question has two such modifiers) would just sit in your effects bar permanently not doing anything particularly useful. Specifically in your case: With Coward's Legacy, you are considered on low life while you are cursed with Vulnerability. Vulnerability has an icon because it is a debuff on your character. With Dreadbeak, you get increased damage and Onslaught while on low life. Therefore, you have increased damage and Onslaught whenever you see the Vulnerability icon. Any further indicator would be just duplicating the same information. Last edited by Abdiel_Kavash#5296 on Jun 30, 2018, 10:53:31 PM
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Actually Vulnerability does NOT have an icon. Only a noticeable character effect because it's an applied curse to my character.
I think it's a lot simpler to determine what gets an icon & what does not. Obviously certain buffs such as Unholy Might, should receive icons to indicate they are active & certain things should not such as "Recently killed". Anything that can be affected by the curse " Temporal Chains" is a prime example. Using Berserker's Ascendancy "Cloaked In Savagery" for example should not have a buff icon, like it currently does, but if it had a visual indication to let the user know it's active, it would be very useful. I understand the Icons could easily be stacked to unlimited amounts, but perhaps a better representation of what is active & what is not, would be greatly helpful. |
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" It most definitely does, whether applied by an enemy, by map mods, or from your own items. ![]() The only reason why would you not be seeing an icon is if you were Immune to curses; and in that case you would indeed not be considered on Low Life by Coward's Legacy either. |
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