OneEyedKing wrote: »The bonus has a duration after it triggers (procs). It only *triggers* when you have the daggers equipped. It doesn't go away when you bar swap. But you also can't trigger it again until you swap back. This seems to be functioning as intended (and makes sense). What wouldn't make sense is if you were on the off-bar and it just triggered without ever switching to it.
Avran_Sylt wrote: »@Jhalin
Aint that gonna Contradict their Stance on:
Only the weapon you are currently holding will now proc enchantments.
Avran_Sylt wrote: »@code65536
Oh, I am being quite snarky indeed. This is why:
vMA Enchantment: I use this enchantment, this enchantment persists on the ability for its entire duration. Even when swapping
Standard Enchantment: I use this enchantment, this enchantment does not persist on the ability for its entire duration.
How enchantments proc should be standardized, not based on the sub-type. In that Whatever weapon is used to cast an ability, is the weapon referred to when the ability deals damage.
They're being inconsistent just so these enchantments don't become totally useless. Because of their new change to how enchantments work.
IMO, they need to scrap these as enchantments and just make them set bonuses.
Avran_Sylt wrote: »
Avran_Sylt wrote: »
Um, which enchantment? Shock, Fire, Oblivion, etc., are single-fire enchantments. They have no duration, merely a cooldown on when they can fire next. They fire, and when you bar swap, they can't fire unless you swap back to that bar again.Avran_Sylt wrote: »Standard Enchantment: I use this enchantment, this enchantment does not persist on the ability for its entire duration.
Avran_Sylt wrote: »If I were to summon blades around myself, imbued with fire from my fire weapon, and I swap to a frost weapon, should those blades now be imbued with frost?
Now, I understand that the devs have a vision laid out for them, and they themselves stated they wish to make this game more consistent. So they should keep it consistent in that the current bar enchantment overrides the previous bar for every enchantment.
This means that:
Any Instance of a Damage Enchantment will always be the current bar enchantment
Any Duration Enchantment will be suppressed when off the bar it was cast from.
Any Modifying Enchantment will work while on the bar with that weapon.
The idea of an enchantment persisting while off-bar is wishful thinking, as it violates the idea of only the current bar enchantment working
1. This is already how it worksThis means that:
Any Instance of a Damage Enchantment will always be the current bar enchantment
Any Duration Enchantment will be suppressed when off the bar it was cast from.
Any Modifying Enchantment will work while on the bar with that weapon.
@Avran_Sylt You clearly do not understand weapon enchantments in this game.
Enchantments that do damage are all instant single-application effects. That is, your fiery bow shoots a fire arrow that deals fire damage on impact. Done. Contrary to your bizarre claims, the enchantment does NOT do fire damage over time that somehow gets transformed to frost damage on a bar swap. (However, the enchantment has a chance to cause a the target to get the Burning effect, which does do damage over time, but that's from the effect, not from the enchantment, and that effect can be caused by other sources of fire damage.)
This is completely 100% intuitive. You light an arrow on fire, and then that arrow will do fire damage that is in addition to and separate from the impact of the arrow. And here, you would fully expect that if you bar swap to a frost weapon, that any additional attacks would not be fiery. (The patch note you quoted was specifically for fixing an issue where you were getting additional hits of the fiery weapon while holding the frost weapon.)
@Avran_Sylt You clearly do not understand weapon enchantments in this game.
The vMA and vDSA enchantments do NOT actually do damage. What they do is empower the damage of an ability. This is an important conceptual distinction that you ignore. So, if you use Flurry with a vMA weapon, you are softening the enemy up and making that target vulnerable to the next DoT ability that you use. When that DoT does its empowered ticks, that's not the enchantment firing off; instead, that's existing damage that is hitting harder because of Flurry made the enemy more vulnerable. And here, it makes absolutely no sense why this empowerment would go away if you bar swap. If you softened your target up with your vMA daggers, why would they suddenly become resilient again just because you put those daggers down?
The key distinction here is additional damage resulting from the enchantment supplying an extra source of damage vs. additional damage resulting from the enchantment making existing damage more powerful.
@Avran_Sylt You clearly do not understand weapon enchantments in this game.
Similarly, the vDSA enchantment makes your slashes cut deeper and more viciously so that the resulting bleed is much more potent. And it makes zero intuitive sense to say that the stronger bleed from a deeper, more vicious slash would suddenly get better just because you put away your vDSA daggers.
The current system is 100% intuitive and conceptually consistent. Your insistence otherwise seems to result from your clumsy conflation of all types of damage increase to be the same, even when they are starkly different conceptually and intuitively.