Reactive Radial (and other DoTs) and Hide?


GavinRuneblade

 

Posted

Tried out my Search Fu skills and found nothing on this topic.

I returned to the game a few months ago, and am just now returning to the stalker AT. I have a few questions, all dealing with Hide suppression in the i21 world:

1. Do lingering DoTs and debuffs still keep Hide suppressed? I recall this being an issue with the Spines set back when I last played this AT.

2. Specifically, does the DoT from Reactive Radial Interface keep Hide from reactivating after the usual 8 seconds? Will the 8-second timer instead begin after the last DoT tick?

3. Electric Melee: Do procs in Lightning Rod cause Hide to break when LR lands? Do procs in Chain Induction (hooray for procs working in it now!) keep Hide suppressed longer than 8 seconds after the initial hit from CI lands?

Thanks in advance if anyone can help me out with these questions. Planning a new elec/nin, and these are my chief concerns.


50 Bots/Traps MM, 50 Thugs/Pain MM, 50 Demons/Thermal MM
*Stuck in a single-AT rut since 2006*

 

Posted

DoTs placed on enemies by you do not affect your hidden status. Only receiving damage or activating an attack (other than one that uses pseudo-pets like Lightning Rod or Caltrops) will break your hide.

What they will do is break the Placate effect if you use that power on an enemy still under the effect of some debuffs or any DoT. That won't stop you from getting a critical hit, but the enemy you used the power on will be able to attack you.

I've never heard of procs in Lightning Rod breaking hide, and based on my understanding of how things work I can't imagine it would. As for Chain Induction, again, it's the attack power activation that breaks hide, not the continuing effect. If you haven't taken any damage in the interim, you'll go back into hide 8 seconds after activating Chain Induction regardless of how many times it jumps or what procs you have in it.


 

Posted

Thanks! Yeah, I remember now, the issue with Spines was never with Hide suppression, it was with breaking Placates.

Not an issue for me; I only use placate as a CC on a target I'm not attacking, and far more often I use it simply for an on-demand crit and couldn't care less about aggroing the NPC early.

Unrelated to the original topic, but concerning Chain Induction: does it check for IO procs only on the initial attack, or does it check every jump? (If it follows the "10-second rule" of most pseudopets, given CI's behavior I'd count that as effectively only checking on the initial attack.)


50 Bots/Traps MM, 50 Thugs/Pain MM, 50 Demons/Thermal MM
*Stuck in a single-AT rut since 2006*

 

Posted

Quote:
Originally Posted by Kodoku View Post
Thanks! Yeah, I remember now, the issue with Spines was never with Hide suppression, it was with breaking Placates.

Not an issue for me; I only use placate as a CC on a target I'm not attacking, and far more often I use it simply for an on-demand crit and couldn't care less about aggroing the NPC early.

Unrelated to the original topic, but concerning Chain Induction: does it check for IO procs only on the initial attack, or does it check every jump? (If it follows the "10-second rule" of most pseudopets, given CI's behavior I'd count that as effectively only checking on the initial attack.)
I have seen two procs frmo chain induction when used by my elec brute.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.