(edited by Zacchary.6183)
So if conditions can only stack 5 times....
Duration stacking conditions can only stack 5 times, not intensity stacking conditions.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
:D!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11one
[Title]….then what’s the point in buffing venom share in its current form?
[Title]….then what’s the point in buffing venom share in its current form?
does any1 say once you shared venoms that you are only allowed to hit 1 person with your full team ?
people are to used to focusing 1 person with 3 to get a kill.
[Title]….then what’s the point in buffing venom share in its current form?
does any1 say once you shared venoms that you are only allowed to hit 1 person with your full team ?
people are to used to focusing 1 person with 3 to get a kill.
Maybe you don’t have to, but 1 person with spider venom will max out the stacks, 2 people with ice drake venom will max out the stacks, and 2 people with scale venom max out the stacks, not to mention if anyone has a condition attached to their normal weapon skills the effectiveness will be lowered even further. Also, if I’m going 30 into SA and not taking shadows rejuvenation, I’m probably slotting master of deception to put smokescreen and and shadow refuge on a 24s and 48s cooldown respectively (at least in dungeons where those 2 will be much more useful to the group)
…means less data has to be stored in our RAM which will effectively speeds up the game and reduce lag.
So why not simply refresh the duration instead of bothering with stacking?
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Stacking is somewhat important for damaging duration conditions and regeneration in that the highest potency (condition damage/healing power) condition/boon currently in the stack decides the damage/healing for the whole stack. When it falls off, the effect falls to the next highest. It’s important to know if the highest damage/healing participant is working towards maintaining the stack or not.
However, this now begs how the game purges conditions beyond the cap stack. I don’t know if this has been researched in the past. It likely didn’t matter that much with a 25 stack cap. Even in a champion zerg scenario, it wasn’t hard to slip at least one burn or poison in there with your name on it, bolstering the perma-stack to account for your illustrious 1,700 condition damage. With a stack of 5, that could very likely not be the case, depending on how it prioritizes replacing and purging. If it’s something like “first in, first out”, then a misplaced venom share or noob Guardian with an F1 fetish could do some serious damage to overall DPS.
Stacking is somewhat important for damaging duration conditions and regeneration in that the highest potency (condition damage/healing power) condition/boon currently in the stack decides the damage/healing for the whole stack. When it falls off, the effect falls to the next highest. It’s important to know if the highest damage/healing participant is working towards maintaining the stack or not.
That’s a lot of demand for resources just to keep track of all Burning types, for example, just to reject the weak ones and prioritize the strong ones. Those are a lot of unnecessary calculations.
It should only make one time comparison. A burn that is on the target will be the subject of the comparison. Then each burn object will be compared, and if the object is better, the subject is then replaced. If the object is not better, it will simply reset the duration of the subject, then the object is dropped. The RAM will only maintain memory space for the subject. No stack is needed.
I’m sure that this decision making algorithm is already in game when deciding which condition to add to the stack. So it can be easily modified by making it seems like the stack is always full.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I wouldn’t even begin to guess the code or optimization that goes on behind the curtain. Thar be dragons that way.