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Old Jan 07, 2009, 06:13 PM // 18:13   #21
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Originally Posted by Dmitri3 View Post
No. Degen, damage doesn't stack and etc. But hexes from which you gain something, energy, recharge, health regen stack and work.

Once again, I don't need proof cause you didn't even bother test it by yourself.
"Hexes" definitely work, like in the Life Siphon example, but only if you meet the requirements of the skill description, namely, "if target foe dies" or if you cast them on multiple foes.

So, if the foe uses Remove Hex or any other similar skill before the hexed foe dies, no one gets any benefit. Similarly, if the hex is removed (like enchantments) by another copy being cast (which isn't a replacement so much as a renewing of duration) then the same thing applies.

"If a target has a particular Hex with a bunch of covers stacked on top and you recast that same Hex to reset its duration, it moves to the far right of the stack because the game treats it as a new Hex (the most recently applied). Now, you have to bury it again under some cover Hexes, otherwise your target can remove it easily."
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Old Jan 07, 2009, 06:16 PM // 18:16   #22
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Originally Posted by Spider Osiris View Post
The result will be ONE AP hex on the target, but all characters who used AP will gain the positive benefits. (:
Easy.

So their hexes stay on, invisibly, each with their own duration? This is confusing. :-p

I assume the "you" in the skill description means the caster only?
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Old Jan 07, 2009, 06:27 PM // 18:27   #23
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If you hex an enemy with, say Parasitic Bond, and someone else does the same, the negative effects of what's on the skill are applied once and only once, and when removed it will remove both "copies". However, when the condition of said hex is fulfilled, such as an on-death hex, if that hex has a benefit to you, it will be applied to you and the other person who used it.
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Old Jan 07, 2009, 06:36 PM // 18:36   #24
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Originally Posted by Tyla View Post
If you hex an enemy with, say Parasitic Bond, and someone else does the same, the negative effects of what's on the skill are applied once and only once, and when removed it will remove both "copies". However, when the condition of said hex is fulfilled, such as an on-death hex, if that hex has a benefit to you, it will be applied to you and the other person who used it.
So both copies of AP are there, and both players get the benefit if the foe dies. So will player 1 get the benefit whenever the foe dies with the second copy on it, or is he /she still bound to the duration of the first version? Can someone cast AP, then have 7 other people cast AP, and still get the benefit even if the foe dies, say, 30 seconds after the first person cast it? I wonder why it works differently than other hexes. Reaper's Mark the same way?

Last edited by P A L P H R A M O N D; Jan 07, 2009 at 06:52 PM // 18:52..
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Old Jan 07, 2009, 06:55 PM // 18:55   #25
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Originally Posted by P A L P H R A M O N D View Post
So both copies of AP are there, and both players get the benefit if the foe dies. So will player 1 get the benefit whenever the foe dies with the second copy on it, or is he /she still bound to the duration of the first version? Can someone cast AP, then have 7 other people cast AP, and still get the benefit even if the foe dies, say, 30 seconds after the first person cast it? I wonder why it works differently than other hexes. Reaper's Mark the same way?

Thanks for explaining, by the way, instead of just being rude.
Not being rude, just tired of people talking about something like they know stuff without even trying to test it. And yeah, Reaper's Mark works the same way (degen doesn't stack, but energy gain does). One hex removal and both are gone. It works the same way for maintainable enchants.

P.S. About duration. Nope, effect only works while YOUR hex is on the target.

Last edited by Dmitri3; Jan 07, 2009 at 07:02 PM // 19:02..
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Old Jan 07, 2009, 07:14 PM // 19:14   #26
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Originally Posted by P A L P H R A M O N D View Post
"Hexes" definitely work, like in the Life Siphon example, but only if you meet the requirements of the skill description, namely, "if target foe dies" or if you cast them on multiple foes.

So, if the foe uses Remove Hex or any other similar skill before the hexed foe dies, no one gets any benefit. Similarly, if the hex is removed (like enchantments) by another copy being cast (which isn't a replacement so much as a renewing of duration) then the same thing applies.
... dmitri has tried over and over.
assassin's promise is like essence bond. everyone can put it on a tank and get the energy, but it will only show one copy on the tank.
if you don't believe us take a friend out and go kill something together.
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Old Jan 07, 2009, 07:24 PM // 19:24   #27
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I haven't been able to test it, but I will when I can get on GW. It just seems to me kind of odd that there would be multiple versions of the same hex on a foe, each with their own timer. And that by casting a new copy of it, a teammate might move your version of the hex higher up on the removal chain. I suppose AP is just a cast and forget skill so it doesn't matter.

Sorry about the rude comment, but as you are sick of my type, so I am sick of people who post something that can be construed as rude and have to fill in the rest of their oh-so-helpful post with "12 chars". Thanks for the explanation Dimitri and the Essence Bond example.
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Old Jan 07, 2009, 10:24 PM // 22:24   #28
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now we've got that out of the way, any chance on any feedback of the new build i suggested (the dual running one incase you forgot (not the palm strike one, which has now been put by the wayside)). good or bad, would just be nice to get an idea

Last edited by Wasted Days; Jan 07, 2009 at 11:35 PM // 23:35..
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Old Jan 07, 2009, 11:26 PM // 23:26   #29
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Why use this seriously? =/ Just use normal Palm Strike sin.
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