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Sappy69

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Everything posted by Sappy69

  1. Same issue here. With a Kind Wayfarers paladin main character, his favored dispositions (Benevolent, Passionate) are both maxed out at 4, while disfavored dispositions (Cruel, Deceptive) have no ranks. The Faith and Conviction bonuses (not including Deep Faith) are as follows: +8 Deflection, +17 fort/ref/will. Clearly still bugged as of 3.02.
  2. Twin Swing: Does not properly recognize the soulbound character's Weapon Focus bonus. Tested on a character with Weapon Focus: Adventurer. Character is not benefiting from the +6 accuracy bonus as it should be. Ryona's Breastplate: When the armor is unbound, it says "Bind this weapon to unlock the next level." Obviously, it's armor, not a weapon.
  3. Abydon's Hammer is classified as a war hammer (normally 1-handed), but is wielded 2-handed. However, when it's sheathed, it's held on the character's hip (like 1-handers normally are) instead of the character's back (like 2-handers normally are). I imagine this is because it's being classified as a war hammer. I guess it's arguable whether this is a bug or not, but every other 2-hander in the game is carried on the character's back.
  4. So patch 3.0 is supposed to introduce high-level scaling for players who start Act III at a high level. However, what happens if you start Act III (say, enter Twin Elms) at a lower level, don't start any of the questing, and then return later to finish the Act III content at a higher level? Does the high-level scaling only perform a check at the very beginning of Act III, or will it dynamically scale? As an example, say I begin Act III at level 7. I clear the content in but don't do anything else. Later on, I return to the Act III portions at level 13. If I start the content in at this point, will that content feature high-level scaling or not?
  5. The damage values for Flames of Devotion appear to be incorrect. My character is currently wielding a one-handed sword. The character sheet lists 20-28 damage for the sword (11-16 base, +45% superb, +33% might). However, the display for Flames of Devotion shows 15-21 damage (as well as +50% burn damage and +20 accuracy). Shouldn't Flames of Devotion do the same damage (20-28 in this case) as the primary one-handed sword?
  6. I'm having the same issue with my paladin main character (level 13, loaded savegame that was started before v3.00.929 PX1-Steam). Paladin MC has maxed-out (4/4) relevant favored dispositions, though I understand only the first 3 levels of each disposition granted Faith and Conviction bonuses. Also no ranks in disfavored dispositions. Before the 3.00 beta patch, Faith and Conviction maxed out at: +11 deflection (5 base + 6 from dispositions) +22 fort/ref/will (10 base + 12 from dispositions) Under the 3.00 beta patch notes, the base bonuses for Faith and Conviction have been reduced to +4 deflection, +8 fort/ref/will. As such, a paladin MC with maxed-out favored dispositions (and no disfavored dispositions) under the 3.00 beta patch should be: +10 deflection (4 base + 6 from dispositions) +20 fort/ref/will (8 base + 12 from dispositions) However, under the 3.00 beta patch, my paladin MC shows Faith and Conviction bonuses of: +8.8 deflection (4 base +1 every 5 levels after 0) (note: rounds down to +8 when calculating total deflection) +17.6 fort/ref/will (8 base +2 every 5 levels after 0) (note: rounds down to +17 when calculating total fort/ref/will) There are several issues here. First, why are we even getting decimal values? Whether the paladin is the MC or Pallegina, there should never be decimal values. Second, the Faith and Conviction values aren't even being calculated correctly. If the deflection bonus should be (4 base + 1 every 5 levels), then a level 13 paladin NPC should have a total +6 deflection bonus. Third, and most importantly, it appears the Faith and Conviction bonuses for a paladin MC aren't getting properly calculated based on disposition. It's possible that it's now using the NPC calculation (bonuses calculated by level instead of by disposition) for the MC as well, though nothing in the patch notes indicates that should be the case. On a related note, did Deep Faith get nerfed somewhere along the line? It used to provide a flat +2 deflection and +5 fort/ref/will bonus to Faith and Conviction. It's now +2 deflection and +3 fort/ref/will bonus.
  7. Sacred Immolation does damage and heals allies in an area, while the paladin who activates this ability takes a small amount of damage. As expected, higher Might increase the AoE damage and healing. However, it also increases the damage that the paladin takes. This strikes me as odd as higher attribute scores tend to always be a positive thing. Here, it's odd that higher Might makes Sacred Immolation both more and less useful at the same time.
  8. The updates to the Fighter's Defender ability does not work right. Before the 2.0 beta patch, the Defender ability provided -20% attack speed, but +5 deflection (increased +15 total deflection with Wary Defender because the old Wary Defender added +10 to all defenses for Defender). The new Defender is supposed to instead provide -5 Deflection but lacks the attack speed penalty (Wary Defender now adds 0 deflection, +5 all other defenses to Defender). After starting up a saved game from before the 2.0 beta patch, where I had Eder in the party with both Defender and Wary Defender, it appears the old Defender/Wary defender is in effect. That is, it provides the old -20% attack speed but +15 deflection. However, if I go to an inn and re-spec Eder, and re-buy Defender and Wary Defender during the re-spec, the updated Defender/Wary Defender takes effect (-5 deflection, no attack speed decrease). Now normally, this isn't a big deal, but re-speccing Eder apparently means you lose 1 talent. I've read elsewhere that Eder receives a bonus Weapon Focus: Ruffian talent that is apparently lost if you re-spec him. Of course, that's a separate issue altogether and not the purpose of this bug report. In summary, Defender/Wary Defender still operate under the pre-2.0 rules for characters who already have it from before 2.0. However, if you re-spec or start a new game (presumably), the post-2.0 Defender/Wary Defender rules take effect.
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