I've always worked under the assumption that any kind of conditional effect requiring a debuff had to be my own debuff, but is this actually the case? Some conditionals, like Thrash, clearly specify that they have to be my own debuff. However, many conditionals do not specify, and I wonder if its truly required. For example, Incinerate's Burninator adv does bonus damage vs targets affected by clinging flames. Could I get away with relying on an ally's clinging flames, seeing as clinging flames is a fairly common debuff? Or Life Essence's bonus heal when the target is poisoned, do I have to bring my own will o wisp? I'd assume the consume/rupture type conditionals (Mind Break, Rimefire, Tiger's Bite) require my own debuff even though the description doesn't say so, but even then I'm not fully certain.
I understand it is standard to bring my own relevant debuffs. However, if it were possible to rely on ally debuffs, this could allow for some minmaxing of group or duo centric builds.
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Epic Stronghold
Block timing explained
However, I'm not sure about the same situation as someone else's FEAR is on the target, will it proc Vampiric Sympathy on Life Drain.
I'm pretty sure that Clinging Flames and Negative Ions from someone else do not proc if I use the heal aoes that consumes MY clinging flames/negative ions IF I don't have CF/NI on the target.
Other things to consider, especially since damage debuffs are universal for all attacking the target AND mostly just stack to 3: does MY refresh all _____ affect others' _____? Some, all, or none?
Similar question about refreshing the DoTs. Does my refresh do them all or just mine? Sometimes, it looks like MY bleed/poison refresh works for all. Sometimes it doesn't. Of course, difficult to tell when someone else uses their refresh.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
Since every player already has a bar that shows the buffs/debuffs personally affecting them, it would seem to require a certain amount of work to create a secondary(?) bar that shows YOUR buffs/debuffs + count that are currently affecting others. This would need to be tracked and I feel it could be a tough thing to do even in a perfect situation.
I feel that the biggest hurdle is that the buff/debuff bars on players and NPCs are old spaghetti code and therefore EXTREMELY difficult to trace and add to it.
Personally, I think this is an area that would be time well spent by the Devs to locate, figure out the code for, and add. But, my priorities aren't their priorities. I'm sure they've looked this over several times and determined: too hard, let's just not even try.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"