I haven’t been able to figure out an irregularity of the UI system and would appreciate some insight. Both of the skills below function on the same premise: the skill is casted, and with a 100% chance-on-attack controller, a follow-up skill is autocasted. That follow-up skill in turn autocasts essentially the same follow-up skill (but with a different filename so as not to create an infinite loop). This continues on and on until the ‘chain’ of autocast skills ends. For some reason, however, this displays only the first autocast skill in one mastery, and displays ALL of the autocast skills in the chain for a separate mastery.
The only difference between the skills is that ‘Autofire I’ is a Skill_AttackProjectile that autocasts Skill_AttackProjectile skills and ‘Fervent Force’ is a Skill_AttackWeapon that autocasts Skill_BuffSelfDuration skills. Is there some way to get ‘Fervent Force’ to only display one of the autocasts, like in ‘Autofire I’, or is this simply a unique oddity of the game engine?
For those interested, there’s actually a lot of peculiarities when it comes to this situation. For instance, here’s a similar skill that applies consecutive buffs as the player loses health. At all ranks, players receive such bonuses iteratively until 20% health; however, at ranks 1-11 of the skill, the tooltip looks like this: