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Subject: "Inherents you can't call in combat" Previous topic | Next topic
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Top General Discussions Gameplay Topic #18130
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TheerklaWed 20-Jun-07 04:54 PM
Member since 04th Mar 2003
1055 posts
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#18130, "Inherents you can't call in combat"


          

The check for inherents in combat is timer first, able to concentrate second. Since they don't have a timer, this is a pretty easy loophole to exploit to see how long you have before you can call it again. The order should probably be combat check first, timer check second.

  

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UliThu 21-Jun-07 12:09 AM
Member since 11th Oct 2006
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#18135, "What's the problem with this?"
In response to Reply #0


          

I wouldn't call it "exploit". You won't be able to call it combat anyways, right? n/t

'Contrarywise,' continued Tweedledee, 'if it was so, it might be; and if it were so, it would be: but as it isn't, it ain't. That's logic.'

  

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