EDIT: This mod has changed extensively since I first made this post. I have completely rewritten the first post to reflection these changes.
The Problem
It is generally known that Triumph doesn't work. The effects of Triumph are applied to the Battle Standard pet, and not to the monsters. There's a persistent rumor that the -Stun Resistance portion works, but this is false.
The French community has apparently known for a while that Ravages of Time is also broken. This was news to me, and I couldn't find any previous discussion about it on these forums. I tested it, and RoT definitely doesn't do anything. If you ever though that the Deathchill Aura tree affected incoming damage less than it seemed that it should, you were right.
The Causes
1) The class Skill_BuffAttackRadiusToggled applies Defensive modifiers to friendly units (even negative defensives). It can only use Offensive modifiers on enemies.
2) Specific damage reduction doesn't work, period. You can't specifically reduce a creature's physical, piercing, elemental, etc attack damage. This is why Ravages of Time doesn't work, and why the physical damage reduction portion of Triumph doesn't work. There IS an Offensive modifier that can be used to reduce damage, but it reduces ALL damage.
3) The Battle Standard is as dumb as a post (this makes sense, because it actually IS a post). It rarely casts the Triumph spell, and would randomly shut it off in the middle of combat. Even if issues 1 and 2 weren't extant, Triumph would still be borderline useless.
A Solution
1) ShadowLich has written a custom template that can carry -damage effects to monsters. He used this to fix Ravages of Time, and I repurposed it to also fix Triumph.
2) The casting rules of Triumph have been changed. It now works as a one-shot lingering area of effect spell (like Rally). It used to be a togglable spell (like Ring of Flame). This was bad, because the stupid AI would "recast" Triumph every four seconds, which would cause Triumph to turn on and off every fourth second. With these changes, the AI CAN'T turn Triumph off (and there is no reason why it ever should).
3) I extended the range profile of Triumph to "maximum." This makes the Battle Standard much more aggressive about casting Triumph. As long as there is an enemy on the screen, it will always cast Triumph at the soonest opportunity.
4) I added a long delay period to the AI's casting behavior. Even with a Rally-like spell, the AI would still try to renew Triumph every four seconds, which would cause Triumph to briefly flicker out. The AI now has to wait 1000 seconds before it is allowed to recast the spell, which is longer than the Battle Standard's duration.
5) The effects of Triumph sink in the moment a monster enters the area of Effect and wear off the moment it leaves. The effects also vanish if the Battle Standard goes away.
6) I added a passive debuff to the Battle Standard's attack values. Triumph would occasionally (and incorrectly) do damage to monsters that got very close to the Battle Standard. The debuff prevents that. It does NOT affect the bonuses given to the player.
7) I used to have a Ravages of Time fix in this post, but ShadowLich made a far better version. Check further down in this thread.
Outstanding Issues
None, really. I think that that last remaining bugs in this fix are gone.
The Battle Standard always waits four seconds before casting Triumph. This seems to be a hardcoded behavior. As far as I can tell, all pets wait four seconds before using their secondary skills.
Other Points
This fix also applies to the monsters. Hostile Battle Standards are now very dangerous. Don't get mobbed while being Triumphed. You will die.
Monsters HATE being Triumphed. The Battle Standard will draw a fair amount of aggro. Be prepared to protect it.
Triumph + Concussive Blow + Warhorn = AMAZING combo
I posted the raw dbrs, which you can either merge with your database, wit your favorite mod, or package into a standalone mod.
I wanted to make this a stand alone mod so that it could reach a broader audience, but my Art Manager crashes every time I try.If someone could package it up for me, that'd be great!
I'd like to have several people play this mod for a while so that I can be confident that the issues have all been worked out.
Credits
The initial version of this mod was very crude. ShadowLich and Guardian Warrior both helped out a lot. This mod incorporates ideas from them both.
Submit Your Article
Modifications
Guild Wars 2 Forum



If someone could package it up for me, that'd be great!
Reply With Quote
.