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Implement Slow Magnitude and Apex of Moment #606
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Implement Slow Magnitude and Apex of Moment #606
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if enemyDB:HasMod("INC", nil, "TemporalChainsActionSpeed", nil) then | ||
enemyDB:NewMod("Condition:Slowed", "FLAG", true, 'Skill:TemporalChainsPlayer') | ||
end |
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I believe there is a better way to do this, I just couldn't find it.
I did some tests and the current implementation is bad and wrong, I'll make turn again draft. It doesn't leave a space for us to use slow magnitude in movement speed modifiers. |
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It's finished, I must add support for gem with slow magnitude support in the next PR to finalize chrono. |
Partially Fixes #180, still need Hourglass to finish Chronomancer implementation.
Description of the problem being solved:
Basically the slow in POE2 is very strong as a defensive layer if we are using curse, slow magnitude, and even the enchant that can come with slow magnitude.
So I have effectively implemented the rule that slows multiply together.
https://www.poe2wiki.net/wiki/Slow
I added enemy type conditions: rare/unique/magic for less slow effect.
Steps taken to verify a working solution:
Link to a build that showcases this PR:
Before screenshot:
After screenshot:
White Mob
Magic Mob
Rare Mob
Unique Mob