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#1
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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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#2
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Quote:
__________________
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
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#4
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Quote:
__________________
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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#5
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#6
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It changes for Damage over time, and direct damage. I never noticed with selos tho.
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#7
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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.
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#8
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Quote:
__________________
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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#9
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I can see that almost everyone posting here has a different understanding of the situation except Lazor. I'll try to make it more straightforward...
You can start singing Selos with a drum equipped. After the song starts you can remove your drum and equip whatever you want and you'll still run at Selos drum speed until you restart the song. Even if it runs for 5 hours and you only equip a drum for the first pulse it will be drum modified the entire time. | ||
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#10
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Quote:
"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." It's when you say that the mod should be checked every pulse that I do not agree with. This would completely kill the juggling mechanic that has always been classic. Basically, I agree with Uthgaard. Mod should be checked when cast, not the remaining pulses unless otherwise recast actively or passively. If it checked every pulse, there would be no juggling. | |||
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