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Harnessed Darkness not working as intended


prairieprof

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Steps to reproduce:

 

1. In PVP setting with required gear and opponent

2. Obtain 3 stacks of Harnessed Darkness

3. Note the buff help dialog indicates: Harnessed Darkness (3) Next Force Lightening or Depredating Volts cannot be interrupted and is immune to pushbback. Increases damage dealt by next Force Lightening or Depredating Volts.

4. Have the opponent interrupt the your Depredating Volts or and/or knock/push you back. An example with this is have a Mercenary use their Jet Boost to knock you back during the Depredating Volts. This is the issue.

 

Please resolve this issue. Thank you!

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Steps to reproduce:

 

1. In PVP setting with required gear and opponent

2. Obtain 3 stacks of Harnessed Darkness

3. Note the buff help dialog indicates: Harnessed Darkness (3) Next Force Lightening or Depredating Volts cannot be interrupted and is immune to pushbback. Increases damage dealt by next Force Lightening or Depredating Volts.

4. Have the opponent interrupt the your Depredating Volts or and/or knock/push you back. An example with this is have a Mercenary use their Jet Boost to knock you back during the Depredating Volts. This is the issue.

 

Please resolve this issue. Thank you!

 

It prevents a simple interrupt but not a mez or a bump. So if that merc just tried to Disable Shot you it would fail, but you're not shielded against being bumped. Unfortunately being bumped interrupts you.

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Steps to reproduce:

 

1. In PVP setting with required gear and opponent

2. Obtain 3 stacks of Harnessed Darkness

3. Note the buff help dialog indicates: Harnessed Darkness (3) Next Force Lightening or Depredating Volts cannot be interrupted and is immune to pushbback. Increases damage dealt by next Force Lightening or Depredating Volts.

4. Have the opponent interrupt the your Depredating Volts or and/or knock/push you back. An example with this is have a Mercenary use their Jet Boost to knock you back during the Depredating Volts. This is the issue.

 

Please resolve this issue. Thank you!

 

'Pushback' refers to your cast bar being 'pushed back' when you take damage, not your cast being stopped when your entire character is 'knocked back from' or 'Yanked toward' an opponent.

Edited by Ominovin
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It says " Depredating Volts cannot be interrupted and is immune to pushbback"

 

I don't read anything specific into that... other than its not working.

It is, in fact, working exactly as intended. Harnessed Darkness does not give you an "I win" button so absolutely nothing can cause DV to "fail" while you are using it. You don't need to "read anything specific into" it, other than, as already pointed out, the actual meanings of "interrupt" and "pushback" within the context of the game.

 

"Immune to interrupts" means that a Knight's Force Kick, or a Smuggler's Distraction, or other abilities which specifically say in their description "Interrupts the target's current action....", and only those sorts of abilites, will not affect it. For those abilities, the "interrupt" is not just their primary effect, but really their only effect.

 

When you get stunned, knocked down, pulled, etc., that's not an "interrupt". Your ability ends, not because you were "interrupted" but because some other effect applied to you has the secondary effect of not allowing you to continue using DV. When that happens, you "fail" your DV because "You cannot do that while stunned", or because "You cannot do that while moving".

 

Which brings us to "pushback". And again, as you were already told, "pushback" refers to your castbar getting "pushed back" away from completion when you take damage will activating an ability, or (somewhat counterintuitively) getting jumped ahead while channeling, so your channel ends early and you do less damage. It has nothing to do with your character moving, whether someone else moved you, or you did it yourself.

 

So, for example, if your ability has a 1.5 second activation time and you get hit while activating it, "pushback" will actually cause the castbar to move backwards some amount, making the activation time longer. If you get hit many times and/or for a large amount fo damage, it might cause your ability to take 2 or 3 seconds or even longer to activate. Conversely, with a "channeled" ability, "pushback" will jump the castbar forward, so that it completes early. In this case a 3 second channel might be reduced to less than one second, so you do very little, possibly nearly zero, damage.

 

"Immune to pushback" means when you take damage, it will not "push back" your cast bar from moving to completion and delay when the ability fires (for abilities with an "activation time"), or jump ahead and complete early so you do less damage or healing (for "channeled" abilities).

Edited by Adric_the_Red
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