Re: combat questions
Posted: Sun Oct 26, 2014 11:55 am
Physical DoTs are reduced by armor, yeah.
Tesq wrote:If we wanna dig more another form of debuff are CC , but there are cc and cc, for exemple stag can never be replaced even if is a damging and not a debuff, instead root is marked as debuff.
I think that cc where mosltly fixed handly 1 by 1.
This hypotesis is supported by black guard and kobs knock back, becouse they work differently by any other knock back in game (just a fast example: both KB auto de-active itself if target have immunity buff to KB, this is not write on skill nor it's present in game in any other type off cc and skill )
i have to conlcude to this that CC skills and anti-cc skills work for their own way, have their own rule for being removed or ingored, and cannot be replaced, while the only exeption to this are for sure many form of snare, that are treat exatly as told above for dot and about this, i am 100% sure snare are always cleanseable or removeable/ingoreable in some way.
dont know silence, disarm, etc but generaly what is marked as curse, hex and haliment is always cleanse-able so should be no problem here ...but..... some form of knock down are aliment, but knock dowm cannot be cleanse.............................................
..........headache......
-exept for snare and silence/ disarm (other ?) that are cleanseable (think)
-stag, root knockdown aren't cleanseable
For last all cc can be ingored as well if you have an appropriate cc-immunity skill (Black ork, sovereign or renow one for exemple)
Immunity do not remove cc mark on buff slot but instead ingore their effects, so cc that occupy a slot can both not be removed nor reaplce until their duration fall. Furthermore even if under immunity effect cc can be used on target but character will not get affect by cc if immunity is active in all case exept snare.
If i have a 5 second duraction of immunity to all cc used on me i will get no effect but if i get snared for 10 second when those 5 sec of immunity gone i will be snared by 5 seconds.
Snare is the only cc that try to re-apply is own eff every second while other do it only in the moment when skill properly hit.
not so true in focus situation there are more incoming dot and debuff than buff and hot so reducing the slot thx to self buff and cc etc it's ok, it just help balance an active situation with an half-passive solution.Bozzax wrote:One small drawback with the 20 slot hard limit is that you can fill it up with buffs, potions, linins and auras thus reducing the slots of possible damage. Especially if your healer is rotating hots.
Bozzax wrote:Test I always thought CC was "handled" outside of the "20 slots" well except from being displayed there
Why ...What about silence, disarm
- disables (KD, STUN) and their Immunities felt like a differens mechanic all together
don't stack either you are down/stunned or you aren't
as you point out immunity negated cc for it's duration instead of preventing cc or remove cc
no cleanses*That could cure some headaches
- My best guess would be that silence, disarm which was no true disable more like a soft-cc. You could move quaff potions etc and they were "handled" in 20 slot and therefore could be cleansed. I don't think there was immunities for them either.
* Well Eng and magus had one but that was added late
An "optimal group" will have less viable slots "open" for queuing damage on them compared to less optimal groups. Especially if the all use pots, lining, regen potsTesq wrote:not so true in focus situation there are more incoming dot and debuff than buff and hot so reducing the slot thx to self buff and cc etc it's ok, it just help balance an active situation with an half-passive solution.Bozzax wrote:One small drawback with the 20 slot hard limit is that you can fill it up with buffs, potions, linins and auras thus reducing the slots of possible damage. Especially if your healer is rotating hots.
That's normal I believe. But with BW/Sorc they lose combustion at death so those DOTS become less than 1/4 power (roughly)Zxul wrote:DoTs kept tickling after caster died- remember killing a few toons with dots that kept running after I died.
Also ya, from what I remember DoT from each character was tracked separately.