Arctic Armour
Post your feedback for this skill here!
Make sure you concisely state your character build, level, and other complimenting abilities you have when you talk about a skill - The more we know about your character, the better we can understand your feedback. Balance & Design Último bump em 19 de ago de 2022 10:30:08
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" That would be the duration of the Ice on the ground, not the buff. The buff lasts until you deactivate it, or until you run out of mana. I've found that this is the kind of skill that is most efficient when toggled as required, rather than being left on as a constant buff. Experimentation from you guys may prove otherwise! Balance & Design
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Arctic armour info post!
Arctic Armour has flat damage reduction when hit. This cannot apply to damage over time effects, because they do not hit, but are a constant loss of life, which a flat value can't be subtracted from. Like all other modifiers to the amount of damage taken, this is applied after mitigation from armour/resists. It does mean Arctic Armour is really good against lots of small hits of fire or physical damage. Flamethrower style enemies are a strong point of the skill. Ground Ice chills anything standing in it. This does not stack with other chills. Arctic Armour has no mana cost (or more correctly, 0 mana reservation - it's a mana reservation skill that's turned on and off like tempest shield or auras). While it's up, you have degen on your mana - this is not a mana cost. It stops working when you have no mana. Blood Magic support works with the skill (you reserve 0 life instead of 0 mana), but blood magic only affects costs/reservations, it does not, and never has, affected regen or degen on either resource. The Blood Magic keystone removes your mana, and thus since you never have any, you can't have the skill going - exactly like Righteous fire (which turns of at 1 life) adn CI (only ever 1 life). This is intentional. |
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"Yes |
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"Then you simply didn't read about the bug that was fixed. The bug the patch notes are referring to is that if you had more mana regen than degen, and thus should be gaining mana overall, then if you got down to 0 mana, the regen no longer correctly outpaced the degen, and you would be constantly "loosing" the amount you regened each from before it could accumulate to a full 1 mana, and thus would (at least on the client) stay on 0 mana permanently, when your regen should be increasing that value. |
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"It would use up most of your mana at loading screens. It's actually much better, from a usability perspective, for it to be recast in the new area once your client has loaded everything. In addition, while buffs/auras can be transferred, skills-in-progress can't, and that's what's causing the ground ice - the skill you cast hangs around you and actively drops ice every few milliseconds. |
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Okay, this thread is quickly devolving into argument, so I'm just going to try to clear this all up at once.
Please don't take this as an attack, I'm just trying to clear up allt he confusion and argument on this point as directly as possible. ""Mana drain" and "mana degeneration" are fundamentally the same thing. Neither is a mana cost, and they fundamentally cannot be, because they do not function as costs - a cost is something you must pay in order to use a skill. An over-time cost doesn't make sense because you would use the skill before it was paid. Degeneration and drain are two words meaning the same thing - you lose mana over time. It is the reverse/opposite of mana regeneration, but it is not a negative value of mana regeneration - regeneration is explicitly regeneration, and cannot be negative. A negative value of your mana regeneration is invalid, not degeneration. So far as I can tell, you've said: "and then based your arguments on this definition of the word "drain", which only came from your own post. This doesn't mean that the term "drain" used in the game has to somehow count as a cost. There's nothing about the term "drain" that makes it a cost. The word "drain" implies that something is depleted or lost over time, the word itself has no implications of being a 'cost' to do something. I am unsure where you got the impression that using the word drain must mean something is a cost, and would be interested if you could explain this. "You just claimed that it explicitly says it's a cost, and then quoted it explicitly not saying that. It says it drains your mana. It does so. It does not say that this counts as a cost, and it does not. "It's not a regen modifier, as already explained - degen and regen are different values. But that doesn't make it a cost, and you should take everything said on the wiki with a grain of salt, as it is quite frequently wrong on the details. "Personally, I've seen far more mistakes on the wiki than in Vipermagi's posts, and I think on any given subject, he's more likely to be correct (although he is certainly not infallible). "I hope this post clears up any confusion on the subject, but if not, please let me know. |
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"Not currently. This may change when reflect is re-worked |
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"That's the point. This is not meant to be a skill you can maintain. The option exists to build around achieving that, if you so desire, but this is specifically intended as a temporary buff skill, not something you can always have on. |
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"The ground ice it leaves has a duration, which can be increased or reduced. |
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