Do skill gem/support gems take socket order into account?

Extreme example here but lets say you have a 6 socket. Would there be a way to have it when you cast something read support gems in a set order?

Essentially anyone have any idea if socket/spell/support order matter in a chain effect of skills that work together in smaller chains?
For the most part, if sockets are linked they are all counted as a single socket with multiple gems in it. That said, the new "Cast on" support gems do seem to cast things in an order based on where the skills they are casting are located, starting with the upper left corner and moving left to right like lines in a book.
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Awesome to hear any idea how it would work with spell totems?
Spell totems are a support gem, so you would be casting the skill you want as a totem.
Guild Leader The Amazon Basin <BASIN>
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Well I was referring to this insane and rather off hand logic.

When I was asking about the spell linking I had an idea in mind.

I have seen and know for a fact that a remote mine can cast a spell totem. Which then can cast a spell.

So I came up with the idea of:

Remote Mine --> Spell Totem --> Multiple Traps --> Remote Mine --> Spell Totem --> Spam spell
Blue --> Red --> Green --> Blue --> Red --> Spam spell color

as in you need a 6 socket item with all 3 colors in this particular order for this to even work IF SPELL ORDER WORKS!~
Tho this is going off a lot of "ifs" and "maybes"
So in this case the idea of spell order is SUPER important!
Also the multiple traps and remote mine might need to be switched if this logic even works.

Essentially you lay down 5 remote mines as a trapper. Denote all 5 to summon 5 spell totems which then cast 3 remote mines each of spell totems that then all cast a spell of choice.

In theory this would allow for any single spell to be cast roughly 15 times per cast cycle.

This may be highly impractical due to the fact you are merely mass spamming a spell rather than buffing it in anyway. However I wanted verification on the logic behind it. :P

Just imagine 15 spell totems all casting lightning warp hunting down mobs... Or using an aoe spam spell :D maybe even 15 fire totems? X_x


Questions:
Can a spell totem use a mine/trap of any kind? If not what are the restrictions/methods?

If they can then are the mine/trap(s) of the totem accounted for towards the players cap or their own individual?

Same as last question with spell totems having their own or player based cap in this case for summons. With the above logic you would summon 45 skeletons with a level 16+ sum skel gem.

Last edited by Sintobus#0363 on Nov 17, 2013, 4:43:50 AM
Nope, order of gems has no importance whatsoever for any application.

No, a totem can't cast a trap or a mine, because you don't 'cast' them in the first place, you 'throw' a trap and you 'lay' an egg... I mean, a mine.

When you put trap, mine and totem on a spell it works like this:
You get a mine that turns into a trap when detonated, that trap will place a totem when sprung and that totem will cast the spell you linked all that to.

There's another tiny flaw in your logic - linking more than one of the same supports to a gem does nothing, only the highest level support counts.
Wish the armchair developers would go back to developing armchairs.

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"
raics wrote:
Nope, order of gems has no importance whatsoever for any application.

No, a totem can't cast a trap or a mine, because you don't 'cast' them in the first place, you 'throw' a trap and you 'lay' an egg... I mean, a mine.

When you put trap, mine and totem on a spell it works like this:
You get a mine that turns into a trap when detonated, that trap will place a totem when sprung and that totem will cast the spell you linked all that to.

There's another tiny flaw in your logic - linking more than one of the same supports to a gem does nothing, only the highest level support counts.



Thanks for the response however I know you only need the remote mine into spell totem combo to get the totem out. The fact that only one of a support gem may be used in the equation tho does make it pretty irreverent tho.

Also I understand you are saying that traps are "thrown" and "laid" however that is technically by all counts the action ones the associated trap/mine "skill" has been cast. Traps are simply entities as a result of casting the spell just as skeletons would be entities as a result of summon skeletons. So has this actually been testing? Spell totem into say lightning trap?

Also saying there is no importance whatsoever counters what mark said?

"
mark1030 wrote:
That said, the new "Cast on" support gems do seem to cast things in an order based on where the skills they are casting are located, starting with the upper left corner and moving left to right like lines in a book.


"
Sintobus wrote:

Also I understand you are saying that traps are "thrown" and "laid" however that is technically by all counts the action ones the associated trap/mine "skill" has been cast. Traps are simply entities as a result of casting the spell just as skeletons would be entities as a result of summon skeletons. So has this actually been testing? Spell totem into say lightning trap?

Also saying there is no importance whatsoever counters what mark said?

"
mark1030 wrote:
That said, the new "Cast on" support gems do seem to cast things in an order based on where the skills they are casting are located, starting with the upper left corner and moving left to ight like lines in a book.



It works like this, you 'throw' a trap and then it 'casts' the spell when triggered. It's mostly irrelevant but that's where cast speed kicks in. Well, just try it, you can't put fire trap on spell totam and you can't put a trap on a 'cast on' support, you don't cast traps.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Fair enough

So are you saying cast speed affects spell totem? Because cast speed doesn't seem to affect traps since they have "lay speed" tho that may just be my inexperience.

Much appriciated
"
Sintobus wrote:

So are you saying cast speed affects spell totem? Because cast speed doesn't seem to affect traps since they have "lay speed" tho that may just be my inexperience.

Much appriciated


It certainly does, both your cast speed and that from a support gem.

Technically, traps are affected by cast speed but it's irrelevant because effects are instant. If some trap used an effect with a lengthy animation cast speed would make it faster, or, if we had a trap that spews flame waves like D2 assassin had, cast speed would affect its fire rate.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Nov 17, 2013, 12:23:57 PM

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