Mechanics of an Autocast Tree

So now that we’ve had the mod tools for a while and we’ve been able to start implementing things a little outside-the-box, I’m curious whether anyone has figured out the intricacies of our lovely autocasting system.

I’m curious about the mechanics of chaining together individual autocast skills, one after the other. For the sake of simplicity, let’s assume we’re working with cooldownless skills. Specifically, if two skills, calls them ‘C’ and ‘D’ (as seen in the graphic below) trigger another skill, ‘E’, at the same time, can both proc ‘E’? Then suppose ‘E’ has its own autocast skill, ‘F’; in this scenario, would only one proc of ‘F’ ensue from even a double ‘E’ proc, or could each individual instance of the ‘E’ proc activate a separate ‘F’ proc?

Graphic representation of my nonsense:

TL;DR if I wanted to make a chain of autocast skills and then proc that chain twice at once, would I need two chains (with different file nomenclature) or could I do it in one?

You could do it in one. Provided neither E nor F have a cooldown, the trigger on C and D ensures that, even cast at the same time, E will be cast twice, ensuring F to be cast twice. This is all assuming an enemy is hit.
You can also create loops.

Edit: Note, however, that the level of the instances of E and subsequently F depend on the level of C and D (which depend on A and B, respectively). This means that either instance can have a different level.

Thanks for your reply! That’s exactly what I wanted to hear; saves me a lot of work.

I’m not sure this is true, though.

It couldn’t be a direct loop of skills linking to each other, true. Bad wording on my side. However, it is possible to create an infinite loop of skills triggering off of each other through buffs.

You can set direct loop by the modifier.

Just let A’s modifier trigger B, and B trigger A
However this is not really easy to use……

I should probably start experimenting with modifiers, like, at all! :smiley: This is pretty good to know, thank you.

the controller part of the autocast is really lacking some things like

prog specific spell lvls
ignore cooldown: true/false
ignore mana cost: true/false
and proc the same skill :-/

i found a few ways to “use” the autocast system but in the end i just make a skill mod that is like this

red is the skill obviously

black woud be some mod for the skill

and green woud be a seperat skill like a buff with an autocast for red so it procs red like on hit

give the buff something that it buffs like %resi more mana etc and it works

i had a “class” with a 4 skill autocast chain that worked and it was funny but i had the problem that the skills got cast but either at lvl 1 or at max lvl so too weak or too powerfull :rolleyes: