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Everything posted by Boeroer
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Hi again, I know I'm pestering, but I discovered that the Imbue: Spell abilites completely miss the enemy when using Three Bells Through - and most likely all types of such ranged weapons that have a sort of "AoE-line" targeting style. My suspection is that the devs (while preventing the AoE's of mortars and Blast to trigger the imbue spells) accidentially prevented "all"r AoEs (including that from Three Bells Through) to work. Have a look: Happens with all the imbue abilites.
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Alchemy & Poison PL for Druid
Boeroer replied to brasilgringo's question in Patch Beta Bugs and Support
If you hover over the dmg of a spell (coming from the ability bar!) it should show you a percentage value based on Power Level. Duration as well. Effects on weapon attacks are harder to see because the base damage is increased without any hint in tooltips or so (you'd have to monitor the dmg rolls in the combat log). Impact on spells on the other hand is visible in the UI. -
When investigating this, I'm seeing that all of the Imbue spells are each benefiting from Power Level scaling in some way. If you have an example you could share, then I could dig further and see if perhaps there is a hidden issue here. I will note that I plan to change the default scaling for Imbue: Missiles so that it adds additional missiles for higher power levels. This type of scaling seems to better fit with what is expected and this should be updated in a future build. I'll list here each imbue spell and what you should be seeing from scaling (in case that helps to see the results) - You can test each of these by either comparing a low level ranger to a higher level one using the ability, or by Empowering these abilities and comparing results in the combat log. Imbue: Missiles - Projectile Count / Damage / Penetration Imbue: Web - Accuracy / Duration Imbue: Fireball - Accuracy / Damage / Penetration Imbue: Eora - Accuracy / Duration Imbue: Death - Accuracy / Damage / Penetration As always, thank you for the continued support, please let us know how things go as you continue to try out the new content. -Nick I just discovered that they don't scale if I add the class+subclass to an existing character via console (in my case monk) and then add the abilites manually. I can't empower them then and I guess that's also the reason why they didn't scale with Power Level. When I create an Arcane Archer it seems to work properly (well somehow - good point about the missiles). Sorry for the confusion. But so far I had no issues with PL scaling on abilites that I added via console. and since I always start testing out stuff with the console (so much quicker than going through the char creation every time)... That my also have been the reason why the Wards of my first Furyshaper test weren't scaling (but now they do even when using the console for "char creation"). Thanks Nick for the info by the way!
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Ok, did another test with Driving Flight + Watershaper's Focus, Hand Mortar and Fire in the Hole. With AoE: - Driving Flight now triggeres imbues properly - additional projectile jumps (Leaping Arc from Watershaper's Focus, Chain Shot from Fire in the Hole) do also trigger imbue spells. Without AoE: - same So I can confirm what you said. Weird. But good - one problem less.
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Funny. Tested it a few minutes before writing that update and also double-checked. I guess I will load up the game again and triple-check. For me Watershaper's Focus for example didn't trigger imbue spells with Driving Flight (and additional jump from enchantment) as soon as Blast was active. Fire in the Hole and Hand Mortar both didn't trigger imbues with Driving Flight at all. As I said: will check again and report.
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You know you can edit your thread title, don't you?
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They don't seem to scale with PL (at least not ACC or PEN - dmg is hard to check since PL adds base damage and you can only determine that with many dmg rolls if there's no tooltip like in this case). But I just saw a dmg roll of 6.1 for Missiles which usually only have 6 base damage. So maybe PL affects the dmg roll. The spells' ACC scales with Arcana and other ACC buffs of the ranger - which leads to very high numbers - for a spell I mean. Easy to land them. Especially in case of Imbue:Eora that's pretty neat. It's cool if you as a Ranger can cast this spell and the Wizard can do other stuff then. Also the attack speed and recovery are that of the weapon, not the spells - also good in most cases. The low (non-scaling) PEN is really really bad though.
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Alchemy & Poison PL for Druid
Boeroer replied to brasilgringo's question in Patch Beta Bugs and Support
I didn't check. Maybe not. In the past several abilities did profit from stuff although they didn't have the proper keyword in the UI. It's easy to test though. Make a druid with the console and give him a spell that you think should work (e.g. Venombloom) and check the tooltip in the ability bar. It tells you the bonus from Power Levels. If this changes when you put on/off the Poison-Bonus item then it works. -
Alchemy & Poison PL for Druid
Boeroer replied to brasilgringo's question in Patch Beta Bugs and Support
This was fixed. Alchemy is supposed to only affect potions, drugs and poisons, not abilites. Direct Poison Power Levels (e.g. from items like Spider Silk Robes) do affect spells that are tagged with "Poison". It's a change that was introduced pre 4.0 beta with a previous patch. So you will most likey not get an answer here. -
[4.0] Debonaire's Hit-to-Crit conversion behaves weirdly
Boeroer replied to Boeroer's question in Patch Beta Bugs and Support
Hello QA, bumpy bump! -
Quick update on the Arcane Archer: - AoE weapons like mortars and rods+Blast now only trigger one imbue effect per shot (AoE hits don't trigger imbues). - Driving Flight and all sorts of jumps will trigger an imbue spell with every jump (intended) - Watershaper's Focus is once again top notch because it can have 2 jumps with Driving Flight... - Multiprojectile weapons still not fixed (first hit will trigger imbue, consecutive projectiless get omitted). QA is looking into it. - AoE weapons don't work with the Driving Flight's multi-triggering I mentioned above! Seems the devs prevented multi-triggering of imbue spels on AoE-attacks from weapons completely. I guess that's not intended - I did report it. Mortars can't switch off their AoE so they can't trigger imbue spells multiple times with Driving Flight. Rods can if you switch off Blast. As soon as Blast is on Driving Flight will stop proccing additional spells.
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Hey Nick, I just tested the Arcane Archer with version 4.0.0.0025 beta and there's the following issue: While Driving Flight triggers the imbue spell a second time (as promised - thanks!) this only works for "normal" ranged weapons that target a single enemy. BUT: AoE weapons like mortars etc. will not profit from that. We talked about preventing multiple imbue triggers from AoE weapons and that was indeed fixed - but it seems the devs went a little bit too far and also prevented triggering imbues from Driving Flight with those weapons. I know, I know... sorry! Edit: rods do trigger imbue spells with Driving Flight once you turn Blast AoE off. Once you turn Blast on it's gone. Since you can't turn the AoE of mortars off, they don't work at all (in this regard).
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Yeah I reported that in beta 4.0.0.0018 (right when it came out, Furyshaper was the first thing I tested). I got a response that they'll look into it and now it seems with 4.0.0.0025 they fixed that issue. Like they did with Tactician's Interrupt-based refund of Discipline. The wards are damn squishy and the debuff from a destroyed Ward is hefty, but the effects are damn nice. Remember that it's still a full-fledged Barb! I didn't really play with this subclass (only tinkered around a bit), but I guess Furyshaper could become my new favorite Barb subclass.