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  #1  
Old 09-22-2011, 02:18 PM
hotstud hotstud is offline
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Default Instrument Mods

If a song is left running it continues to use the same instrument mod that was equipped when the pulse finished regardless of changing equipment. For example you could start Selos with a drum and then equip weapons instead and it will continue to have drum speed until you stop and restart the song.

Also I just checked and this appears to only happen with a higher instrument mod starting. If I have weapons equipped and I start selos I can equip a drum and I'll run faster on next pulse without restarting song. I can then equip weapons again and it will slow me down on next pulse without restarting.

It's only if you switch to a lower mod after starting the song that it doesn't update.
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Old 09-22-2011, 03:17 PM
Lazortag Lazortag is offline
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Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
If a song is left running it continues to use the same instrument mod that was equipped when the pulse finished regardless of changing equipment. For example you could start Selos with a drum and then equip weapons instead and it will continue to have drum speed until you stop and restart the song.

Also I just checked and this appears to only happen with a higher instrument mod starting. If I have weapons equipped and I start selos I can equip a drum and I'll run faster on next pulse without restarting song. I can then equip weapons again and it will slow me down on next pulse without restarting.

It's only if you switch to a lower mod after starting the song that it doesn't update.
This is working as intended I thought?
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
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  #3  
Old 09-22-2011, 06:41 PM
hotstud hotstud is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
This is working as intended I thought?
No, if you remove your drum while singing Selos the next pulse is supposed to be singing but it's still percussion. Each pulse should be checking what your mod is and with no drum you automatically sing. This works if you're singing, song pulses, you equip drum, song pulses, you remove drum, song pulses. You would be slower, faster, slower. That's how it works right now. If you equip the drum first though it never gets slower until you restart song.
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Old 09-22-2011, 08:08 PM
Lazortag Lazortag is offline
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Originally Posted by hotstud [You must be logged in to view images. Log in or Register.]
No, if you remove your drum while singing Selos the next pulse is supposed to be singing but it's still percussion. Each pulse should be checking what your mod is and with no drum you automatically sing. This works if you're singing, song pulses, you equip drum, song pulses, you remove drum, song pulses. You would be slower, faster, slower. That's how it works right now. If you equip the drum first though it never gets slower until you restart song.
I'm aware of how it works right now (I play a 60 bard) but I always thought that was intended. It's been like this since I joined the server. Are you able to confirm that it worked the way you said it did on Live?
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Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
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  #5  
Old 09-22-2011, 08:43 PM
hotstud hotstud is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
I'm aware of how it works right now (I play a 60 bard) but I always thought that was intended. It's been like this since I joined the server. Are you able to confirm that it worked the way you said it did on Live?
I don't really care enough to confirm it, just reporting something weird. Doesn't it seem off to you that equipping from no mod, to mod, to no mod results in the same effect in the songs but going from mod, to no mod, to whatever always uses the mod?
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  #6  
Old 09-22-2011, 08:47 PM
Rais Rais is offline
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It changes for Damage over time, and direct damage. I never noticed with selos tho.
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Old 09-22-2011, 09:09 PM
Lazortag Lazortag is offline
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Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
It changes for Damage over time, and direct damage. I never noticed with selos tho.
It actually doesn't change for dot's.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
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  #8  
Old 09-22-2011, 11:59 PM
Rais Rais is offline
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When I use my horn for Denon's Disruptive Discord, it increases it. When I take it off to switch my lute for Chords of Dissonance, Denon's DoT damage goes down.

Tell me what I'm missing here.
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  #9  
Old 09-23-2011, 12:20 AM
Lazortag Lazortag is offline
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Quote:
Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
When I use my horn for Denon's Disruptive Discord, it increases it. When I take it off to switch my lute for Chords of Dissonance, Denon's DoT damage goes down.

Tell me what I'm missing here.
How you describe it is definitely not how it's functioning, otherwise it would be impossible to have 2 dots going at once for full damage if they have different modifiers. Just today I had six dots going at once, with at least one brass, one stringed, and one percussion, doing full (modified) damage.

As for whether the modifier changes if you let the song passively play after you switch to a different instrument, this is also not how it's functioning (I checked just now to make sure).

As for direct damage, the only direct damage song I can think of that's modified by an instrument (currently) in the game is Song of Midnight, and I haven't tested to see if this functions the way the other songs do.

edit: we're talking about how it works on p99 right? Or do you know if it functioned differently on Live?
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
Last edited by Lazortag; 09-23-2011 at 12:22 AM..
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  #10  
Old 09-23-2011, 04:31 AM
Arrisard Arrisard is offline
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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. Please note that the timing of this is very specific, the check is made when the song actually finishes casting - not when you first start to cast, or while it's casting - ie, removing the instrument before the song lands will not have the same effect.

If you do not have an instrument mod equipped when the initial casting is finished, any equipping of mods will only mod at the time they are equipped. You can even equip/unequip between ticks, and it will not mod the next tick.

So, depending on when the instrument is equipped, it can work out differently.

This also effectively explains OP's thing with Selo's. "It doesn't seem right" or "doesn't make sense" isn't a lot to go on, I can name a *lot* of stuff that isn't reasonable or logical but it's still classic.
Last edited by Arrisard; 09-23-2011 at 05:30 AM..
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