Penance Brand of Dissipation has inconsistent stacks of energy when using with Runebinder
I was going to report 2 bugs but it seems one was already in Known Issues.
So here is the other one I didn't see a report: When 2 brands are attached to the same target before max stack is reached, NEITHER of them can reach max stack. Here is the video I recorded for the test: https://youtu.be/DPfe2ft1qEg Test 1 is basically the known issue, however I am not sure why Sign of Purpose is activated way before first brand enters last 25% duration (it is like 40% duration left). Test 2 is showing if both brands applied in a short duration, they never reach the max radius -- which means max stack. Last edited by lostcoaster#3644 on Dec 13, 2023, 11:47:11 PM Last bumped on Dec 14, 2023, 5:08:00 AM
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I can explain that to you.
At the moment, Penance brand of dissipation is bugged, but also its not. The problem is, they took the regular penance brand, and converted it kinda sloppy. The Regular penance brand applies charges ON THE ENEMY, until it reaches 20 and if you deattach it by any means, THE CHARGES ON THE ENEMY explode. Penenace brand of dissipation still does the same, but instead of EXPLODING THE CHARGES ON THE ENEMY, it counts all charges it has applied ON ENEMYS, and explodes itself dealing damage. That means, any enemy can only have 20 charges on them, buuuuuuuuuut any penance brand counts their charges they have applied individualy. So if you skill Rune binder keystone, and attach two penance brands of dissipation to one enemy, they both can only apply charges ON THE ENEMY until they combined reaching 20 charges ON THAT ENEMY, therefore, both end up with around 10 charges. Some more "bugs" with penance brand of dissipation: -If the enemy leaves no corpse, or the corpes gets destroyed, all charges ON THAT ENEMY are lost -If you recall penance brand of dissipation, any charge on any enemy gets "Exploded" but due to it dooing nothing when charges explode, it just looses all charges. So do not recall them. ever. -If you scale duration, castspeed, and use temporaly chains, and you have multible enemys,and jumping brands, a single brand can have basicly infinite charges, resulting in therotacial infinite damage and AOE, only limmited by duration, and the enemys actualy staing alive. I tested it with 100% conversion and brutalitly, the result is quite hillarious, when it litteraly gets as big as half of the map xD All this is easy to fix, if they let the brand charges itself until it holds 20 charges, instead of having them apply the charges to the enemy. IGN: Toxic_Artillery Obey the Orb: https://www.pathofexile.com/forum/view-thread/2161077/page/1 Last edited by IsodorRodosi#0726 on Dec 14, 2023, 5:16:37 AM
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