Ralakesh's Impatience is it a big buff or a big nerf?
[quote]The Ralakesh's Impatience Unique Boots no longer has "Lose all Frenzy, Endurance, and Power Charges when you Move", or causes your Minimum Endurance, Frenzy or Power Charges to be equal to Maximum while stationary. It now has "Count as having maximum number of Endurance Charges", "Count as having maximum number of Frenzy Charges", and "Count as having maximum number of Power Charges." This change affects existing items.[/quote]
Guys, were they killed or made stronger? as I understand it, now they just activate some bonuses of other things that work at maximum charges. but they do not give real damage and charges. so they were killed for 99% of the builds in the game and they became trash? Last bumped on Dec 4, 2023, 12:17:08 AM
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I have no idea if we can spend charges if we count as having full charges.
Or even if we get the benefit of charges while counting as full. This needs to be explained by them. |
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Its dead for trappers/mines
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They probably changed it to prevent players to get full charges via a simple and short item swap.
Flames and madness. I'm so glad I didn't miss the fun.
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"they have removed the disappearance of charges if you make a move. if you follow this logic, and they still give charges, then these are the best boots on the planet. they were already great, they couldn't have been made any stronger. I think they were just killed and did as I wrote in my post |
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"for example on reaching Maximum Frenzy Charges to make the next Bow Attack you perform fire that many additional Arrows |
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RIP.
How many mechanics are there that have the "On maximum [P/E/F] Charges" condition. For power charges I found: Tulfall Replica Tulfall The interaction with Replica Tulfall is the same as Tulfall (loose all PC on reaching maximum, gain as many FC) + you take 500 damage on reaching max. So... does that cause you to take 500 damage every frame or second while wearing the boots? Or just once when you equip them and maybe on zoning? Do you actually get FCs - you don't lose any, but you meet the condition. For Frenzy: Snakebite: 60% chance to poison on max FC Touch of Anguish: +1 chain at max FC Gladiator - Outmatch and outlast: 10% more Damage at max FC The Gluttonous Tide - Lose all FC on reaching max, next bow attack has that many additional arrows - again, if we don't actually have any, does it do anything? For Endurance: Verruso's Battering Ram: Immune to shock at max EC Wyrmsign: Rampage on max EC Ahn's Heritage: Onslaught on max EC The Eternal Apple: Trigger Warcry on max EC, lose all EC on max; cf. Tulfall, Gluttonous tide. Gladiator - Outmatch and Outlast: Take 10% less damage at max EC Juggernaut - Unrelenting: 8% reduced elemental damage taken at max EC Enduring Ward (Cluster Jewel Passive) - +6% chance to block on max EC So... dunno if that is any good, except for the ECs. But then, when you spec into that stuff, you also make sure that you get those charges anyway. Ah, and of course the wiki already has some clarification on it: Count as having maximum number of X Charges: Stats that have the conditional while at maximum X Charges always have their conditions fulfilled regardless of the actual number of charges the wearer has. This modifier does not grant actual charges, nor does it provide effects granted per charge. This modifier does not directly interact with any stats that cause the wearer to gain or lose charges. This modifier does prevent triggering stats that have the conditional when you reach Maximum X Charges or on reaching Maximum X Charges. This effect only occurs once immediately upon equipping the item, if the player was not already at maximum charges. Interactions Equipping Arn's Anguish , Olesya's Delight , or Graven's Secret does not prevent the player from being considered to have maximum Endurance Charges, Frenzy Charges, or Power Charges respectively. The player still cannot gain the default charges or have minimum default charges. Certain stats from Precursor's Emblem are always granted. Wyrmsign always grants permanent Rampage. Touch of Anguish always grants an additional chain. Ahn's Heritage always grants permanent Onslaught, and can also simultaneously grant the additional maximum resistances without lowering the maximum number of charges if the player has zero Endurance charges. Both Lose all Power Charges on reaching Maximum Power Charges and Shocks you when you reach Maximum Power Charges on Malachai's Loop are prevented. Lose all Power Charges on reaching Maximum Power Charges on Tulfall is prevented. ------------------------ Sorry for the formatting. So Precursor's Emblem(s) benefit from it, if they have the right mods. Bird lover of Wraeclast Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar Last edited by Mikrotherion on Dec 3, 2023, 2:25:10 AM
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" Because you won't have any actual charges with the boots on so you can't lose them. They will give you your stats as if you had full charges without actually applying them to your character. therefore yea no max charges via boot swap. Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid on Dec 3, 2023, 4:25:55 AM
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So if you were using the item was it was intended to be used they are the same ~ or just about.
If you were using them for what everyone actually used them for its a huge nerf, though one I can hardly disagree with. |
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No its a total nerf. You dont get the bonuses of the charges. You just count as having full, the same way as if your max charges was 0. The boots are kinda useless now.
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