More ailments stacks visible

I assume it has to do with getting a list of all Ailments and checking each one individually?
So the limit is there to not have to go through 40+ checks every X seconds?
Also assume that this is the reason more rare effects without synergy (like Future Strike) are excluded, because they cost the same resource as e.g. Ignite or Bleed, without being as useful for information.

With the last conversion bug I’m assuming that Ailments in Last Epoch are all the same base code and they just have a type(Bleed, Ignite,…) as parameter rather than them all being separate effects/scripts in nicely organised lists of which you could just get a length. Atleast, that’s what my ancient knowledge of coding and OOP classes make me think of.

What last conversion bug?

There was a conversion not happening in euhm … Swarmblade or Spriggan, I believe?
Only noticed it being referenced during a stream earlier this week, have yet to hunt for it myself, but it would be something that is harder to catch during testing than having to replace a function call.

Again, based on my general understanding of programming such systems, but structurally, it makes the most sense for future adaptability to do it like that.

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