Renbletz Posted August 5 Posted August 5 Per title: If you use a Damage-Proc-IO-slotted Whitecap and the damage procs kill the target before the Whitecap Crash damage lands, the ability short-circuits and does not perform the AOEs associated with the ability. To reproduce, slot up Whitecap with a bunch of damage procs, then head to Mercy Island or Port Oakes or whatever, find a close-ish-ly grouped pack of enemies and Whitecap a minion. If it survives somehow for the Whitecap Crash damage to occur, the nearby enemies will suffer KB+Dmg+procs. If the damage procs (which go off first, prior to Whitecap damage) kill the target, no one else nearby takes damage or gets knocked back. Screenshot of this happening attached. The surviving RIP pictured was closer when casting Whitecap - he ran a little before I hit printscreen. 🙂 Thanks!! 1
Captain Fabulous Posted August 5 Posted August 5 It's because Whitecap spawns a pseudo pet on the target when you land, which it can't do if the critter dies. 1
Nyx Nought Nothing Posted August 15 Posted August 15 (edited) On 8/5/2024 at 6:05 PM, Captain Fabulous said: It's because Whitecap spawns a pseudo pet on the target when you land, which it can't do if the critter dies. Ah, that would explain why the AoE also doesn't trigger if you miss the primary target. That's a little counterintuitive compared to other AoE powers and i missed any mention of it in the description. Edited August 15 by Nyx Nought Nothing
WindDemon21 Posted August 23 Posted August 23 Agreed. Came here to post this myself but searched first. My worry though is that fixing this would also ruin how procs work on the power, which it's terribly not worth the end cost if the power isn't proccing, so I'm scared for this to be fixed. That said with powers supposed to be balanced pre-procs 18 end seems way too high for what the power does, very minor damage aoe knockdown, and somewhat small-resist isn't anything to run home about. with a radius that's really too small to matter most of the time especially for how the set keeps enemies spread out with the slows and knockdowns. What the power does isn't terrible, but it's not enough to warrant 18 end cost, where 13 seems to be more applicable. Don't get me wrong I love the set overall, but that end cost on it just doesn't make sense, and this behavior of doing nothing, especially when it tp's you into melee for no reason is no bueno.
ThatGuyCDude Posted August 23 Posted August 23 I wonder if there's a way to move the procs off the initial hit onto the pseudopet instead; this sounds like the same mechanism that Burn was originally using to double-proc (one for the activation that spawns the pseudopet, and one for the pseudopet itself). If the procs could be called on the pseudopet instead of the initial hit, that would ensure it's spawned before proc damage can defeat the original target, right?
WindDemon21 Posted August 23 Posted August 23 39 minutes ago, ThatGuyCDude said: I wonder if there's a way to move the procs off the initial hit onto the pseudopet instead; this sounds like the same mechanism that Burn was originally using to double-proc (one for the activation that spawns the pseudopet, and one for the pseudopet itself). If the procs could be called on the pseudopet instead of the initial hit, that would ensure it's spawned before proc damage can defeat the original target, right? Procs are working on the aoe already, and the single target. It's very good for procs currently. Why I would be worried if they'd fix it, as I'd imagine it would also hurt the procs which are the only thing really making it worth that end cost and de-synergistic tp.
WindDemon21 Posted August 23 Posted August 23 That said it's also super annoying when the power tps you into melee, and then literally does nothing because the target dies. I'm at a qualm which I prefer more, the procs, or it actually doing what it's supposed to. Regardless it should have a lower end cost, but if the procs on the aoe were nerfed by this issue being fixed, it definitely should have a lower end cost.
arcane Posted August 23 Posted August 23 Does Savage Leap have this issue? If not, can the power just work like Savage Leap? Seems like the closest comparison I can think of.
ThatGuyCDude Posted August 23 Posted August 23 (edited) I've never seen the problem on Savage Leap, but Savage Leap's teleport order is different: it spawns the pseudopet immediately (instead of after .8 seconds) and then the teleport occurs .1 seconds after the activation, so if you miss you don't teleport at all. That might actually be beneficial to White Cap, since if the power fails you'd remain out of the fray. Trading the White Cap priority so that the teleport occurs at .8 seconds after activation and the pseudopet at .7 might be the fix it needs. Edited August 23 by ThatGuyCDude Grammar
WindDemon21 Posted August 25 Posted August 25 On 8/23/2024 at 6:06 PM, arcane said: Does Savage Leap have this issue? If not, can the power just work like Savage Leap? Seems like the closest comparison I can think of. Savage leap I don't think so since it only has the aoe effect, not a single target effect first on your target. 1
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