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Due to buff calculations involving modularity and direction, the grid and circle buff types with falloff are indiscriminate and can't be used. So having a direction specific buff with falloff would be the only solution. So far a work around would be laggy stagged buffing areas which can have an overlapping buff problem causing undesired stacking. So the falloff should only apply the value met first from the direction of the source.

So basically AreaBuffProvider with falloff?

    Walt Yes, that would be best but might be harder to implement.

      Lafiel I don't think so, I think it would probably be very easy, assuming the falloff works like it does for GridBuffProvider.

        Walt Yes, falloff should be the same with GridBuffProvider. Also it would be nice to be able to do the reverse: buff increases with distance.

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