Ion - Game mechanics explanation requested
I think the chain works by having a power activate that repeats the attack on another creature or two and sets some kind of "Don't hit me again" flag on the critter for a certain period of time. I assume that flag doesn't very long, so on occasion the flag will expire while the chain is still jumping around.
Until I see something that states to the contrary, going to assume VK is right
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I can tell you this - don't let your initial target be something that can cause you to 100% miss. I did a Tip last night full of Carnies. First spawn, I target an Illusionist and fire off Ion... well you know how they can avoid your attacks - when that happens, the Chain doesn't go to anyone else. Ion fired - none in the Spawn effected. Happened with one more spawn before I caught on haha.
Don't target Illusionists (or any other auto-misser) with Ion - it will fizzle
I can tell you this - don't let your initial target be something that can cause you to 100% miss. I did a Tip last night full of Carnies. First spawn, I target an Illusionist and fire off Ion... well you know how they can avoid your attacks - when that happens, the Chain doesn't go to anyone else. Ion fired - none in the Spawn effected. Happened with one more spawn before I caught on haha.
Don't target Illusionists (or any other auto-misser) with Ion - it will fizzle ![]() |
As for the mechanics of how/why Ion with multi-hit?
Ion Judgment works in the same way as other "chain" type powers: It gives the initial target a power which asks it to select a friendly target then fire off an auto-hitting attack. Usually this is followed immediately with a "no bounce backs" flag to prevent the chain from jumping back and forth fully between just two targets (which would be awesome).
But see, that "no bounce backs" applies to the target it sends it to, NOT the targets following that. And since Ion differs from other chainers in that it jumps to multiple targets immediately instead of just to one, the number of enemies not affected by that "no bounce back" flag increases dramatically very quickly.
IOW:
Target A is first and bounces to Target B.
Target B cannot bounce back to A, but can bounce to Targets C, and D.
Target C cannot bounce back to B, but can bounce to Targets A and D.
Get it?
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize

Is each 'bounce back' considered another target? In other words, will the T4 ion (40 targets) have more bounce backs against a mob of 16 enemies as opposed to the T1 ion (16 targets)?
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
Is each 'bounce back' considered another target? In other words, will the T4 ion (40 targets) have more bounce backs against a mob of 16 enemies as opposed to the T1 ion (16 targets)?
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Also, I fully expect this to get "fixed" to disallow multishot. Ion is already bugged and needs a fix as is.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize

Thanks for the explanation, Rush.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
I'm hoping one of the well informed game mechanics players could provide an explation of how Ion or chain attacks in geberal work. What I'm mainly confused on is how single targets sometimes receive multiple hits from Ion. What causes this? Will higher tier attacks with higher max target have a higher chance of causing this effect? Does a max of 40 targets mean that it could potentially hit 40 times on a group of 20, for example?
Your educated input will be highly appreciated.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run