Talk:End effect
Purpose of this page?[edit]
An End Effect is just an effect that happens when a hex or enchantment ends. It does not imply that said hex/enchantment can End Early (e.g. Phantom Pain) or that the end early-condition actually triggers the End Effect (e.g. Wastrel's Worry). There are several methods for a hex or enchantment to end:
- it expires
- it is removed by a hex/enchantment-removal skill
- the target dies
- the same hex/enchantment is cast onto the target again (this is inconsistent though, some skills can be cast multiple times (Protective Bond), others cannot be reapplied while active (Wastrel's Worry)
- the caster dies (only maintained enchantments or hexes that affect the caster (Life Transfer)).
- triggering a specific ends early condition
The problem with documenting End Effects is that they can trigger on different ways for the hex/enchantment to end, and there appears to be no consistency at all (except that the game appears to uses what makes sense for the skill in question). Some end effects only trigger on expiration (Wastrel's Worry), others only on removal (Watchful Healing), some only on death (Death Nova), some are specifically excluded from re-application (Illusion of Pain) while others are not (Arcane Conundrum), and (as mentioned before), not every end effect triggers on the ends early condition.
So, what kind of information are you planning to add here? Just mentioning that it's inconsistent and listing the skills? Anything else? Given the huge inconsistencies, what information do you plan to add here that wouldn't be better suited to the respective skill pages? Tub 14:03, 18 February 2011 (UTC)
- Im likely aiming towards "ends early" clause; Ive previously did Renewal and such, since it bugged me that seemingly no attention was paid to the conscised mechanical descriptions of skills, especially for those glancing at them for useful keywords. Some have initial effects, some have end effects, some are durational with/without an effect (i.e. this skill does nothing), many have both or all three effects, some of neither/none, etc. With the dervish update and the renewed emphasise of Teardown combinations for effective builds consisting of Initial effects, End Effects, Removal Effects, etc. (?am i missing any?), I feel now is best to address these and others in a meaningful manner; but currently at a lost of how to proceed due to the mentioned inconsistencies. --Falconeye 07:41, 19 February 2011 (UTC)
- See effect. --Falconeye 02:08, 20 February 2011 (UTC)
- Actually, there's a conceptual difference between an Effect as written on that page (it's a game mechanic term for every buff or debuff displayed in your effect monitor) and the word effect as used in initial effect, end effect and all the other things you linked there, where it's just the plain old english word saying that "something happens". I'm not sure how exactly we're to do it, but we need to make sure that the two distinct uses of that words are clearly separated. Linking everything on the effect page without explanations is not the way to go. Tub 02:57, 20 February 2011 (UTC)
- Concise descriptions --Falconeye 06:21, 23 February 2011 (UTC)
- Actually, there's a conceptual difference between an Effect as written on that page (it's a game mechanic term for every buff or debuff displayed in your effect monitor) and the word effect as used in initial effect, end effect and all the other things you linked there, where it's just the plain old english word saying that "something happens". I'm not sure how exactly we're to do it, but we need to make sure that the two distinct uses of that words are clearly separated. Linking everything on the effect page without explanations is not the way to go. Tub 02:57, 20 February 2011 (UTC)
- See effect. --Falconeye 02:08, 20 February 2011 (UTC)