CarrionSpike
Member
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quote:
Because this is active for both player turns, then it should be active for 2 pet turns IMO. I am not sure if on turn 2 of player celerity, they're getting double the penalty or if the same penalty exists. For Player Celerity you're getting then penalty on both turns, but you're also applying the effect twice. quote:
Either way, it seems to have been decided since player celerity and pet celerity are two different things, that player celerity can't "see" pet celerity to adjust. Meaning They didn't or can't code it to do a check for pet celerity. I don't think that anything was really decided, this is just how the game works. Many statuses have special versions just for pets/guests to be used when necessary (see Pet Paralyze or newer additions like Pet/Guest empowerment). Also there isn't really a need for Player/Pet celerity to "talk" to each other. quote:
Player celerity doubles the pet hypercrit. But if the pet goes 1x then it's x11, but if the pet goes 2x then each turn gets the +50% each. (I think technically it's 55%, which is why it rounds to 6 and then 11 on this) Complex stacking rules like this aren't really viable for a number of reasons, mainly because if you make an exception for one thing then it can just spiral out of control (I can imagine that it would end up creating a lot of work for the devs). It would be better to adjust the Hypercritical statuses to halve power and double duration at x10 Hypercritical (+90% LS effective). Also as a note, if you were to split x11 into 2 turns it would be x6 with no rounding. This is because x11 is an effective +100% LS rate, but as a multiplier this needs to be set up as x11 since 10 (base LS rate) x 11 = 110 = 10 + 100, thus x11 (+100% LS rate) split over 2 turns would be x6 (or +50% LS rate) for 2 turns. All of this is because Hypercritical is based on an assumed 10% base LS rate. quote:
So instead of going through all these hoops to handle the hypercrit differently, depending on whether or not the pet is going 1x or 2x, they just made it so it always rolls into the first turn. That's my take, anyway. This change also made it so when you use something like the Slaymore, which gives 4 rounds of pet hypercrit, that pet celerity removes 2 turns instead of 1. They did the same for Tribal Shaman's pet elempower and the Slaymore's Ice Guest Empowerment. (Shamans came after, and Slaymores even after that) All of these are targeted nerfs. But it has made for some really cool interactions when combining slaymore, optico, and player-only celerity. I wouldn't call these nerfs or even targeted, makes sense for any pet/guest status bugs to be fixed around the time of a bug stat rework, but that's just how I view it. All of the recent changes come down to Pet/Guest effects getting more value than what is being paid for. For example, before the recent changes, with Optico you paid 20% melee for x6 (+50%) LS rate for 1 turn, but then with Pet Celerity you benefited from that twice without paying for it, even if you also had player Celerity active. Effects like these are calculated to be active for a certain number of Pet/Guest turns, not Pet/Guest rounds or player turns. All effects have to play by these rules, that is to say, you only get what you pay for. However, over the years, several effects have been found to interact incorrectly with Celerity, namely Player Hypercritical in the past and now more recently Pet Hypercritical and Pet/Guest Elemental Empowerment. I do agree that Player Celerity/Optico/Slaymore interactions seem more interesting now than they did previously.
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