Is it possible through some method that I just haven’t found yet to have to have a buff effect, cast manually or triggers, to apply bonuses in a Stacking manner? For example, on Kill I wanted to create an effect that would buff Max Energy and Energy Regen and wanted this to be able to stack if the player triggers the on Kill effect again.
The overall duration seems to stack for most buffs, like when I cast Dreeg’s Blood twice in a row, the first one eventually ends and the second ones still applies and continues to count down, but the Offensive Bonus doesn’t stack while both are active from what I can see.
Is there a certain kind of Skill template that allows for this?
Skill_WeaponPool_ChargedScaling is the only one I know of that stacks this way. You’d have to find a way to give the player stacks of this outside the normal means (attacking with lmb using a weapon), sooo probably not possible, I have no idea though, maybe you can find some hoops to jump through lua or something, I haven’t seen what is possible with that yet.
Thanks, I’ll give that one a shot to see if I can trick it in to doing what I want. Might just make it so that the skill can cascade while active, like the first buff having an on Kill autocast on it it something.
This should actually work pretty well since the charges should increase if the skill gets triggered quick enough again, before it’s charge duration ran out.
You can controll the amount of charges by changing “skillChargeLevel”, the duration of a charge (if this duration rans out, the current charge will downgrade by 1 until the last charge is gone) “skillChargeDuration”.
Also if you want to make sure that every kill counts, you need to set “skillChargeTime” to something low like 0.1 as it otherwise will only increase after this time when a new charge was applied.
Fantastic, I will give this a shot tonight, Thanks.
If it works the way I’m hoping it will, it opens up a whole new array of effects I can put on the Items I am building.
From your experience, does Charge Multiplier only apply to damage or any Stat Parameter applied? If it can only buff damage, that would be a bit disappointing.
Thanks, I will mess around with it some and update later; reading more about the skills that charge, it looks like it is just weapon damage, but I think I can fudge a similar effect by just making a few ‘levels’ of the skill that proc, so Energy Buff1 can ‘autocast’ Energy Buff2 on kill which can then autocast on kill Energy Buff 3. Assuming autocast works the way I am hoping.
If I have any breakthroughs, I will be sure to pass the results along!
So as an update to this one, I stumbled across a hero only skill that uses a template called Skill_Weaponpool_ChargedLinear that, at each level of the charge, applies increasing defense.
The DBR for it is called ‘theuntouchable_bulwark’. I am going to go some testing around this to see how flexible it is, but wanted to toss it out there ahead of time.