CWDT - Cast When Damage Taken Support - Bug?
QUOTE: It sounds like you think that there is one damage tracker on the CWDT, so that reaching the damage taken threshold once would cast Punishment and reset the counter, then meeting it again would cast Temporal Chains. This is not the case.
the irony is that you're doing exactly what i implied is trying to be done with this unreported change. sweep it under the rug harder... as all this actually sounds like to me is that you think i'm stupid, and all i can say to that is: you wish i were, but i'm not your friend. you're acting as if CWDT has always worked this way, which is presumptuous - the wiki page literally has leaks all over it as evidence of its alteration. CWDT was NEVER a skill that triggered anything "simultaneously". I've been playing CWDT for at least 3 years and it ALWAYS had a trigger order. i never asked for any explanation as to how CWDT works if it works the way it does now. i am saying there is no patch-note on the change to CWDT and as there are no such notes i am posting it as a bug, because i know what CWDT does and it's not trigger spells "simultaneously". stop trying to also sweep this post under the rug with fake intentions of helpfulness as getting this flagged as "resolved" when your replies do anything but address the issue only perpetuates the exact thing this post is staunchly against: unreported updates. |
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There is no strict "trigger order" on CwDT and there never has been.
The way it has always worked is it is a support that modifies each skill it supports, causing each of them to track damage taken and be triggered when their tracked amount reaches a threshold. Each skill, independently, tracks damage taken and triggers itself when it sees you've taken enough. It is possible for these to not happen at the same time - of note, a skill doesn't track damage taken while that skill is on cooldown - they don't "see" you take that damage. Making certain kinds of changes to the skills, such as leveling them up, etc, may also reset the count in that skill. If multiple such skills have their damage thresholds met by the same hit (which for the reasons above may not be the case, but will be if all skills have the same cooldown time and you aren't messing with them), then the order they'll be triggered is based on internal skill ids, which are derived from the equip-slot/socket order, but they will all trigger within the same game frame in that case, so the order only matters for things that don't require any time to have passed between the spells. This is distinctly different behaviour from something like Cast on Crit, which is also supporting an attack, and modifies that skill so that it triggers a single supported spell on a trigger condition, and cycles through the available spells one at a time each time the trigger condition is met - this is noted in the description of that support ("Trigger a Supported Spell" compared to "Trigger Supported Spells" on CwDT). In general, triggers that come from offensive events like CoC trigger a single spell at a time and cycle between them in order, and triggers from defensive events like CwDT trigger multiple spells |