Snapshotting
"We read the forums a lot, and post on them. A few devs also read the reddit, and Chris in particular will post there if, in his off time while reading it, he sees something he can easily answer. The forums are our primary means of communication and feedback gathering with players. | |
"Curses still only affect the thing that was cursed. If we made a curse in future that gave "reduced minion damage" or similar, then being cursed with that would cause your minions to lose damage, but I don't think that's likely to be implemented - it's very narrow. "No problem! | |
"Yes, under the current system. Because the gem is removed, the in-progress action can't tell anything about the gem any more - including it's current (increased) level or what supports are on it - so it's forced to use the state it was in when it was last equipped. It now sounds like Carl and Rory are keen for more changes to RF to make this less possible/useful, so that may not still be the case by the time the patch is deployed. I'll do my best to keep you guys posted. | |
"Ha! beat you to posting :P EDIT: I'll probably be leaving for the night soon - I'll keep a vague eye on the thread at home, but probably more long replies until I get to work tomorrow, and I won't be checking my PMs much if at all until then. I will do my best to read through everything posted in the meantime and reply to as much as is practical. Please keep the feedback coming, and don't hesitate to keep asking questions. I think I'm up to date with most of them now, but feel free to let me know if there's some I missed. Last edited by Mark_GGG on Jun 18, 2014, 1:56:06 AM
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" To be fair, the very next sentence is "- as an example of another advantage gained from snapshotting. I'm worried our correspondence is starting to take up too much of the thread. If you'd like to discuss further where the miscommunication between us began and (hopefully) resolve it, please feel free to PM me. | |
"No problem. It's been an experience, to be sure, but I do relish these opportunities to interact with the community. "We don't (ideally) want Righteous Fire to be able to snapshot. We do want Righteous Fire to not be something you can "turn off" by just removing the gem - it's a fundamental part of the skill's design that you must either include elements in your build that allow you to manage it, or suffer the burning until your last life point. These two goals are somewhat at odds, as the basic non-snapshotting version on Righteous Fire would be one that did turn off when you removed it's gem. Technical stuff: Under the new system, the action-in-progress is notified that its skill has been modified, and passed a pointer to the new, up-to-date skill. In the case of the gem being removed, this is a null pointer, indicating the old skill been replaced with nothing rather than a new version. Most skills react to this notification by updating their own internal skill reference to the new pointer, and deleting if it was null. Righteous Fire instead will, if passed a null pointer, keep its current pointer to the old skill. While that skill is no longer available to your character to use, it will still exist as long as the action-in-progress maintains a pointer to it. So the RF action-in-progress in this case keeps its pointer to the obsolete skill. That skill contains all the stats of the skill gem and support gems that make it up, and also is linked to your character's stats. Since the skill is no longer tied to a gem, changes to the gem can't update the skill (including changes to what's linked to the gem). Because the skill is still linked to your character's stats, it will still update based on changes to those (gear, passives, etc). Making it lose all the support gems would require that instead it created it's own new skill, based on the one it has, but without the supports included, and then kept a pointer to that. But creating a new skill is technically more challenging and would cause some problems. We're currently looking into some solutions like keeping the part where it burns yourself, but removing the enemy burning and/or spell damage, so you couldn't escape burning yourself, but do need to keep the gem socketed to get actual use out of it. At this point I can't say if that's the path we'll take or not, or even if anything will change from the article before 1.2.0. As I said, I'll do my best to keep you guys up to date. | |
I'M BACK, BABY!
*ahem* In no particular order (because I opened all these in tabs and the order got mixed up in the process) "Will do, thanks! "It's not each time you enter a new area, just the first time after you log in. If you have an active guardian, it will transition like any other minion into non-town areas. The only change is that when you first log in, it won't automatically be active, and will need resummoned once. "It doesn't actually check that though - the code only ever looks at your life. "Yes. It would even work if the item was in your main inventory, or on the ground, if there was a way for gems there to gain XP. "Yes. If you socket a gem in any such item, it will skill have that bonus from the item, even when the item is not equipped. "If you remove a support, TS will cease to gain any benefit from it, and the reserve will change to reflect it's no longer being in effect. So if you remove reduced mana, TS's reserve will increase to reflect that. If you removed Added Lightning, TS's mana reserve will reduce due to the multipler being removed, and it will no longer deal extra damage. "Because levels on monsters are part of what type of thing they are. A level 42 Zombie has the object type "Zombie@42". Unlike players, where level is just a stat, a monster's level is a fundamental part of what type of thing it is, and cannot be changed. We'd like to have them update, but we can't. "Auras don't have their own levels like monsters do - levelling the gem just changes stats, which will update automatically. "The poison cloud is still part of the skill the trap used, it will be affected. "That will no longer be the case. "These will not apply to skills used by minions, as those skills didn't come directly from a trap/mine. | |
Like the poison cloud, it's a direct effect of the skill being used by the trap mine.
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"Zombies do use skills - the basic melee attack is still a skill, just not an exciting one. The point is that that's the zombie performing an action, not the trap/mine, so it won't count as trap/mine damage. Last edited by Mark_GGG on Jun 19, 2014, 7:33:36 PM
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"Yes. The damage skill was cast by the trap, not by the mine, so will not receive mine damage bonuses (which will include the multiplicative damage multiplier on the support gem). "Yes, you can summon whichever set of spectres you want. However, like other skills, you can only have one set of supports in effect per active skill gem. Thanks peachii for trying to keep things on track over the weekend. |