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View Full Version : Bug: Legendary Affirmation and Spike Growth



Mindos
03-05-2023, 09:54 PM
I am using the Staff of the summer solstice. https://ddowiki.com/page/Item:Staff_of_the_Summer_Solstice

I am a Dark Apostate 11, Ranger 9.

I am NOT using the epic destiny that effects spike growth.

Problem/bug: If I cast spike growth, the mobs run into it, I get the Legendary affirmation proc, but then a split second later it is removed.

https://i.imgur.com/2GGHjYr.jpg


So I switched to blade barrier. No problems at all, works as expected. So I switch back to spike growth, and from limited testing, it seems like I also have to touch the spike growth, and then a mob that already touched the spike growth touches it AGAIN, and then the proc is removed early?

If anyone would like to help me test and narrow down why this happens, or at least just duplicate that it happens, thank you in advance!

Edit: I was under the first impression that any offensive spell cast would proc, but it appears that it must damage an enemy.

Tilomere
03-07-2023, 03:05 AM
The effect you are seeing is that summons (including clouds, traps (both player and dungeon based), etc.) do not have player limitations, and have abilities inherited from the caster (caster is the person being hit by the trap for dungeon traps).

So your spike trap has multiple effects, damage and slowing, and so it is double hitting the mob. The damage is triggering affirmation, and then the slow on damage is triggering affirmation again, On-Off like a light switch.

Now normally a player has a minute internal cooldown, so only triggers once, turning Affirmation on, and keeping its benefit until it runs out. But summons don't have player ICD limitations, so it is flipping the switch twice (On - Off), resulting in it ending up exactly where it started.

Interesting things may happen when you combine summons (clouds) with ICD things like Magma, Enders, Cut the Strings, Spell enabled First Blood, or Dark Imbuement. Your cloud doesn't have player limitations of not applying Enders to players, so you walk into the sleet storm ... and randomly instantly die. The same thing happens you are wearing Enders and a trap quickly hits you 8x for 5 points of damage each. In theory, a player can only apply so many ICD of effects per second, but a 10 stack of summoned earthquakes or a trap will cause all sorts of proccing to happen since it isn't affected by player limitations.

Interesting things also happen on offensively tagged spells that you cast on other players, like energy absorption per level, that negatively damages a player with temporary hp to an element type (or mass to multiple element types). Offensive effects (radiant glory, enders, etc.) carry along offensive spells, and with sufficient difficulty damage multiplication, on a strong caster, can 1 shot players (especially undead), or just outright automatically kill players.