Thread: Game Mechanics: Instrument Mods
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Old 09-24-2011, 10:34 PM
Arrisard Arrisard is offline
Sarnak


Join Date: Jun 2011
Posts: 303
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Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
THIS DOES NOT INVOLVE TWISTING INSTRUMENTS, IT INVOLVES LEAVING A SINGLE SONG RUNNING PASSIVELY WHILE CHANGING INSTRUMENTS.
I know. How do I know? This means the same thing as this:

"Have the instrument equipped on initial cast completion = mod will last full duration of the spell no matter what you have equipped or switch to another song. This will continue on passively, as well."

I do not understand how you can think what you and I both said do not mean the very same thing.

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Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
Start Selos...
Equip drum.
You run faster. + mod
Unequip drum.
You run faster. + mod
I know, because these words mean the same thing:

Instrument equipped when song FINISHES INITIAL CASTING (not when you start casting, not when the song first ticks - the only thing that matters is when the instant when the casting bar timer runs out. If you miss that moment, the below situation applies in the next paragraph) = full mod forever more, until you stop singing that song for whatever reason. However, even if you stop casting and sing something else, the 2nd and 3rd ticks will still carry the full mod until the song runs out.

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Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
Start Selos...
No drum.
You run faster. - mod
Equip drum.
You run faster. + mod
Unequip drum.
You run faster. - mod
I know, because these words mean the same thing:

If no mod is equipped when the song FINISHES IT'S INITIAL CASTING = mods will only check on active ticks for that tick.

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Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
When the song is recast passively it doesn't update the modifier.
I know, and that is not how it should be working but currently is. I have been saying that: "Mod should be checked when cast, not the remaining pulses unless otherwise recast actively or passively."

That is literally the same thing what Uthgaard said:

Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
It should only perform a new check on your modifiers if you persistently cast it (leaving a song on, effectively casting it again, refreshing the duration). Not for the passively remaining ticks of a song already cast.
This is what I've been saying. It should not check every pulse, only when cast/recast. If it checked every pulse, it would eliminate the viability of juggling entirely.

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Those are not the problem, this is:

Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
THIS DOES NOT INVOLVE TWISTING INSTRUMENTS
That would be true, if you had not originally stated:

Quote:
Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
Every pulse of a song is supposed to check your currently equipped modifier.
If the song checked for an in-hand mod every tick after you STOPPED passively recasting, then it most certainly does affect instrument juggling.

A song is cast when you click the gem and you get the spell bar for 3 seconds and it finishes. And then the song is passively recast every 6 seconds thereafter if left untouched (soandso's feet begin to move faster, or whatever). These casts should have a mod check.

If you stop casting, the remaining 3-4 ticks the song buff should not be checked since they are not being actively cast or passively recast, it is simply the song running it's course until it wears off. Because cast= check, pulse=no check. Pulses and passive recasts serve on the same server tick but they are not the same thing. If there was a check every pulse, there would be no juggling. I'd call that affecting juggling.
Last edited by Arrisard; 09-25-2011 at 11:47 AM.. Reason: Hoping to clarify I agree with you yet again.
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