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Ronin@

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Everything posted by Ronin@

  1. Hi Gairnulf, Well, it depends on what you're putting to test. Attributes don't really matter. Their effect on everything is pretty straightforward so they're out of the equation. I used to do that at first ( create a custom party with all 10s for attributes) but later I found out that there's nothing secret about attributes. They do exactly what the tooltip says they do. If you want to test some things make sure you have a special save for that purpose. There's this strange bug that when you kill a companion to make space for another one the game doesn't let you add the new one to the party. The UI works fine and you can move the new hireling to the party but when you close the UI he isn't there. That companion slot becomes unusable for good.
  2. The tooltips are kind of confusing. You wouldn't guess spells work as they do just by reading the descriptions. We shouldn't think of Returning Storm like a an AoE spell, it's more like an aura that hits 1 enemy per tick. After all the AoE moves with the caster, just like auras. Your wild guess is interesting but I believe the first screenshot in this thread is as slow-mo as it gets. I don't think I can catch a better moment. Notice how the Dargul gets hit last according to the combat log and that means the lightning animation over him should be the brightest one if your theory was correct. Instead the one over the Fampyr is the most prominent one. You can also compare the damage numbers. They're all pretty much equally bright. I've swapped my points around and I didn't notice a difference. I had 3 int and now I have 17. Well, there is one difference. Returning Storm started hitting units farther away from the target. (and the stun is longer obviously) Well, that's the only possible explanation for the humongous range. Otherwise it would be a bug. My argument is that if they modified one of the spells the Stormcaller can cast, chances are they modified the rest too. If you think about it, it doesn't make much sense to not modify it. A bow that has 12m range would be pointless if it's most important feature doesn't hit anyone when fired from that range.
  3. Belt of Stelgaer: 22% instead of 33% These are all I got at the moment. Chances are every other item meant to reduce afflictions duration exhibits the same problem.
  4. Similar problem with Fenwalkers, only this time they shorten the duration more than they should (4.5 sec instead of 3):
  5. It's very likely that this issue isn't limited to just Pike's Pride but It's the only one I've tested so far. The armor is supposed to shorten the durations of stun and prone effects by 50%. My tests show that it actually shortens them by 33.3%. Moreover, the penalties applied by those 2 afflictions seem to last for the original full duration.
  6. I've been observing various anomalies regarding the durations of several afflictions for quite a while and now it's time to make a thread about it. Here's the first example of incorrect duration: I have no items shortening the duration of afflictions. No idea where these -5 seconds come from.
  7. Don't think so. I've seen odd numbers of Returning Storm procs. It's not always 2 or 4. Guess there's only so much we can find out about the problem. The rest is up to the devs.
  8. I'm not sure why so many people tend to confuse Returning Storm with Relentless storm but let me quote Suen on the matter: It's not supposed to hit more than 1 enemy per proc as it's not an AoE spell. It has an AoE but the actual effect hits a single target in that AoE. The screenshot above shows that 1 hit can make Returning Storm proc 4 times which is totally out of spec and the x2 effect on proc bug doesn't account for it. As to your question - the AoE is centered around the target. It becomes clear when a cipher equips the Stormcaller. In his hands the Stormcaller casts Soul Shock on 10% of the hits+crits and you can clearly see how the spell propagates radially outward from the target of the attack which is usually not possible with a normal Soul Shock spell, therefore it's modified.
  9. I'm back with an interesting screenshot : 1 hit = 4 Returning Storm procs. This confirms my theory that the stated 10% have nothing to do with the actual proc rate.
  10. I did some tests and wall of draining doesn't seem to add any duration to the beneficial effects my wizards has.
  11. You're right. I just remembered that when I had my cipher use the Stormcaller Soul Shock was centered on the target so that's probably the case with Returning Storm too. There's still something that bothers me though. I didn't have Twin Arrows here but I was still hitting 4 targets per Returning Storm proc . Why is it that I don't hit more than that with Twinned Arrows on? I've never seen more than 4 simultaneous hits and I've been using this bow for quite a while.
  12. Hey Sking, Yeah, I figured as much. Still, there are other problems here. Isn't Returning Storm supposed to hit only the targets hit by the main attack and the Driving Flight ability? Why does it hit random units? Furthermore, what's with the range? If Druid's Returning Storm is anything to go by my Ranger shouldn't be able to affect anyone farther than 7-8 meters away.
  13. Ok, a couple of random notes from my tests: - If you turn Twin Arrows off it doesn't happen with any other weapon. Just the Stormcaller. My initial hunch bore out. - My animal companion engages 2 enemies at once. Never noticed that before so I'm not sure if it's supposed to be that way. This means that its perfectly normal to have double stunning shots with just driving flight. Quadruple stunning shots if you add Twinned Arrows. Still doesn't explain how I had 4 stunning shots with TA off. - Stunning shots, contrary to its description, affects even targets who aren't engaged by animal companion. Wether this is a bug or not, it means that the only mystery here is, what's wrong with the Stormcaller? - Some of the stunning shots (in general, not just the quadruple ones) don't really apply any stun effect. It's just a combat log thing. Here's an example:
  14. Hey Sking, I see. However I don't think it's just a UI issue. Wizard's spell Wall of Flame doesn't tick so often. This thing ticked like 50+ times in just a second. It's also not consistent, sometimes it ticks at a slower rate.
  15. Hey Sking, Hmm... On second thought, driving flight should be hitting the Fampyr behind my main target, instead it's hitting the dargul on the right which should be out of the 20 degree arc. Don't know how that relates to the problem but it's all I can think of. There's nothing special about this scene. My items here are pretty much identical to what you saw on my save file. Either way this isn't an isolated case so I'll just recreate it and look for some clues on what's actually going on. I'll get back here when I know more.
  16. Hey Sking, Unfortunately I don't have a save from that map anymore. Cleared the place and continued on my way. Turned out this was due to a fight between the Death Guards and Commander Baelorin which my wizard was picking up on. It stopped when Baelorin won.
  17. I just finished a battle but then my Wizard decided it wasn't over till he said it was over: This happens fairly often so it's kind of annoying. Starting a new battle doesn't fix it either. The only solution is to reload. I can't reload since I'm playing ToI and If there are no enemies left on the map you might get stuck there not being able to leave because you're in an imaginary fight.
  18. Just found out that the Rite of the untamed Wild (scroll of survival +3) doesn't help for survival bonuses from resting. Why would that be if it's not a bug? I mean, isn't that basically the only purpose this kind of scroll has? (unless you know all the survival checks by heart which not many people do)
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