Alright. Here goes:
If (say) 2 assassins both used Assassin's Promise on a target and it died, would they both receive the benifit, or only the 2nd one to use it?
Same with Shatterstone (do they get hit 4 times or 3?) and many other hexes of this nature.
Hex Stacking (please read, not what you think it is)
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Most recently cast hex will be the one that works.
Shatterstone does damage when it ends, so that may be what hurdlebeast is referring to. When I looked at the talk page of the old wiki, I wasn't clear whether the guy who tested multiple casts of it was seeing the "ending" damage when the hex was replaced with the new one, but I think he said it did not occur. http://gw.gamewikis.org/wiki/Talk:Shatterstone
Shatterstone does damage when it ends, so that may be what hurdlebeast is referring to. When I looked at the talk page of the old wiki, I wasn't clear whether the guy who tested multiple casts of it was seeing the "ending" damage when the hex was replaced with the new one, but I think he said it did not occur. http://gw.gamewikis.org/wiki/Talk:Shatterstone
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does the 2nd one cast always take precedence, or does the higher ranked spell stay on the target?
If i have 12 points in Curses as a necro, and cast Spiteful spirit first,
and someone else has 11 points and casts SS on the same target...
does mine stick cause mine will do more damage? or does the 2nd guy's stick cause he was 2nd?
If i have 12 points in Curses as a necro, and cast Spiteful spirit first,
and someone else has 11 points and casts SS on the same target...
does mine stick cause mine will do more damage? or does the 2nd guy's stick cause he was 2nd?
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In regards to Assassin's Promise:
They will work, since the benefit is spread between two targets, and there is no penalty to the hexee.
In regards to Spiteful Spirit:
They're both on the target, but you cannot get penalised more than once. So what happens? The first (12 Curses SS) continues to do damage, while the other (11 Curses SS) does nothing until the first one runs out, whereupon the second SS takes over until it too runs out.
They will work, since the benefit is spread between two targets, and there is no penalty to the hexee.
In regards to Spiteful Spirit:
They're both on the target, but you cannot get penalised more than once. So what happens? The first (12 Curses SS) continues to do damage, while the other (11 Curses SS) does nothing until the first one runs out, whereupon the second SS takes over until it too runs out.
Quote:
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Originally Posted by Kale Ironfist
In regards to Assassin's Promise:
They will work, since the benefit is spread between two targets, and there is no penalty to the hexee. In regards to Spiteful Spirit: They're both on the target, but you cannot get penalised more than once. So what happens? The first (12 Curses SS) continues to do damage, while the other (11 Curses SS) does nothing until the first one runs out, whereupon the second SS takes over until it too runs out. |
Generally, when you cast an enchantment or hex that benefits the caster and DOES NOT affect the target in any way, they stack. Essence Bond works the same way: it benefits the caster, does not affect the target, and any number of people can Essence Bond the same target. Both Assassins should get the effect of Assassin's Promise.
If it DOES affect the target, they will not stack, and the most recently applied one will overwrite the previous, even if the second version is weaker.
Please, correct me if I am wrong.
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Quote:
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Originally Posted by BladeDVD
For what it's worth, I just went to the Isle of the Nameless and tried this. Killed a suit of armor with my necro and an assassin hero with both of us using Assassin's Promise and both of our skillbars instantly recharged when the suit died.
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Ok getting back to shatterstone, I've tested this out with heros multicasting it on 1 target. It looks like the initial dmg is dealt but multicast on same target doesn't seem to count as a hex ending. eg. if shatterstone is cast twice at a target, you would only see 3 hits rather than 4.
Now to me that does not make any sense at all. According to how game mechanics work for other skills in the game with similar description, shatterstone should follow this kind of a pattern:
-1st shatterstone cast
-target dmg from 1st cast
-2nd shatterstone cast
-target dmg from 1st cast ending
-2nd cast deals dmg
-target dmg from 2nd cast ending
I say this because look at how ether prodigy works. When you reapply that spell before its duration is up it STILL counts as that spell ending on target, yet on shatterstone you don't see this happening. Why not?
I propose either anet fix this skill to follow the game mechanics that's applied to other skills with same description or fix the description of the skill itself.
Now to me that does not make any sense at all. According to how game mechanics work for other skills in the game with similar description, shatterstone should follow this kind of a pattern:
-1st shatterstone cast
-target dmg from 1st cast
-2nd shatterstone cast
-target dmg from 1st cast ending
-2nd cast deals dmg
-target dmg from 2nd cast ending
I say this because look at how ether prodigy works. When you reapply that spell before its duration is up it STILL counts as that spell ending on target, yet on shatterstone you don't see this happening. Why not?
I propose either anet fix this skill to follow the game mechanics that's applied to other skills with same description or fix the description of the skill itself.
Quote:
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Originally Posted by Robinhood
Ok getting back to shatterstone, I've tested this out with heros multicasting it on 1 target. It looks like the initial dmg is dealt but multicast on same target doesn't seem to count as a hex ending. eg. if shatterstone is cast twice at a target, you would only see 3 hits rather than 4.
Now to me that does not make any sense at all. According to how game mechanics work for other skills in the game with similar description, shatterstone should follow this kind of a pattern: -1st shatterstone cast -target dmg from 1st cast -2nd shatterstone cast -target dmg from 1st cast ending -2nd cast deals dmg -target dmg from 2nd cast ending I say this because look at how ether prodigy works. When you reapply that spell before its duration is up it STILL counts as that spell ending on target, yet on shatterstone you don't see this happening. Why not? I propose either anet fix this skill to follow the game mechanics that's applied to other skills with same description or fix the description of the skill itself. |
The shatterstone mechanic is working as intented
assassins promise:
will give both sins who casted it teh energy and skil recharge
duration is renewed
will only appear as 1 hex on enemy status
if he removes it, both sins will lose teh bonus
its simalar to...
life siphon:
person 1 will receive +3 hp regen
person 2 will receive +3 hp regen
target enemy will receive -3 degen
spiteful spirit:
1st person casts ss
2nd person casts ss
renews duration
only 2nd person's dmg will take effect
shatter stone:
person a - 1st dmg triggers
person b - 1st dmg triggers
person b - 2nd dmg triggers
(the hex is renewed, not ended)
a good example of teh effects of hex renewal vs ending is
illusion of pain:
you cast illusion of pain
target enemy receives -10degen for 10s
8s later, you recast illusion of pain
hex is renewed, and target is not healed
its a decent way to apply degen pressure vs a no hex removal team
because its energy efficient -10dps for 10en
but is tricky cuz it must be renewed on time
(not a prob wit 5s recharge)
will give both sins who casted it teh energy and skil recharge
duration is renewed
will only appear as 1 hex on enemy status
if he removes it, both sins will lose teh bonus
its simalar to...
life siphon:
person 1 will receive +3 hp regen
person 2 will receive +3 hp regen
target enemy will receive -3 degen
spiteful spirit:
1st person casts ss
2nd person casts ss
renews duration
only 2nd person's dmg will take effect
shatter stone:
person a - 1st dmg triggers
person b - 1st dmg triggers
person b - 2nd dmg triggers
(the hex is renewed, not ended)
a good example of teh effects of hex renewal vs ending is
illusion of pain:
you cast illusion of pain
target enemy receives -10degen for 10s
8s later, you recast illusion of pain
hex is renewed, and target is not healed
its a decent way to apply degen pressure vs a no hex removal team
because its energy efficient -10dps for 10en
but is tricky cuz it must be renewed on time
(not a prob wit 5s recharge)

this message is not too short