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Arctic

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Everything posted by Arctic

  1. Sont know if this is a bug or not. Desintegration does 30 Raw damage, but as for today, its unaffected by Might, or Hit, Graze, Crit. Its allways 30 damage for tic.
  2. So .. this has really no sense. in the first round of bounties there is one about killing an ogre in Elmshore, this cant be done until act 3. But.. when you finish this bounty, you get the next round of its and you get one about killing a dampir in copperlane but ... You cant go to copperlane since ints destroyed at end of act 2. Just change the order of those bounties ...
  3. The items sais 1.2 spell damage multiplier, tried it with cypher and wizard, they dont increase the damage, nothing shown in the log, and i hitted for minium damage with a spell with the wizard. *Shod-in-Faith boots dont work. (supposed to give consagrated ground)
  4. Yes I had the summons dont going away, but it solved itself after reloading the game. For the first bug, it seams that the problem is alwais on with druid ogres, their spells dont go away after the combat, and keep tiking even after insta rest, (saving and reloading solves it, but i have to do it each time i fight a druid ogre)
  5. I think this bug came beacouse caed nua floor 3, a ogre shaman used their "swarm" spell, and there is a point, without name but red, untargeteable in there. After killing the enemies the battle ended but the debuft and visual effect dont. After reloading the visual effect was gone but it seams the defuft is still in the character sheets.
  6. I cant donwload it "The game this file is about has not been approved yet"
  7. www.youtube.com/watch?v=nY7oUREjniY xD There you have sensuki making fun things with a fire godlike monk
  8. is that manual ok ? stats seams the fist backer beta ones O.o
  9. Mmmm i see it like the full round attack vs the standard action attack + move action from d&d, you still move in d&d but not without a reason ..
  10. If defensive spells could be cast out of combat or Arcane Veil per encounter ... (moding time xD) Still, its not optimal, but you can play it if you want, justs build your char around it and have fun (melee cyphers are not optimal either)
  11. I really like that idea, it even works well with things like "tank mages" and so .. you put a 18 constitution in the heaviest armor and go melee with no penalty (well your penalty is having 18 constitucion instead of 18 might, but thats not a penalty, its a build choice) . Not perfect numbers but something like 20 con-> no penalty in heaviest armor .. (will be like .. 6% ?) * Tell us if someone find a way to mod the (ignore penalty) in constitution!
  12. Well .. i will mod the armors so it dont give the -speed, even something else as a bonus agains some damage tipes (crushing and cold in cloth for example). I really dont like how it is now (-15% casting speed for using a robe ...) Some kind of armor expecialitation removing the -speed or giving other bonusses will be a good thing, but as i said i will just tune it my way.
  13. well i had never seen than with instant magic (firaball ) but yes with retarded magic an more comonly with psionics. There was a feat ... that let you connect to powers ... insted of putting 10 power points on a power with minium 5 cost, you can cast 1 ... and conect to that another, the second one will automatic take effect 1 round later , but, what hapens if the target is not there ?¿ well the spell hits were it was supposed to hit, a fireball a a empy place is still a fireball .. just that it dont hit anithink ... (the other point is castin a fireball were you are that will blow up later, and run when that figter comes for you , can make you to go out just in time)
  14. Well first of all , sorry for my english. I play with psionics .. been wilders my preffered, and master a game with a sorcerer/psion multiclass and i can tell you that they are way different. With psionics you have a complete diferent system, its more like a rest to recover inmense mana pool than a vancian sistem, and that alone with the mind flabour makes it worth for me, but if you get a little deeper... Psionics have thinks like ,mind control , not the mage dominate, but thinks like ... you become miself (personality parasite),erase memory, manipulate senses , kill yourself (death urge, and this is so strong. ... see that big nasty monster that kill your party in 1 hit makking auto-crits to himself and nothing more ). Then you have premonitions, mental barriers, protection agains domination ... a new tipe of healing were you get the wounds from your friends and then cure yourself, or even send your wounds to your enemys. Yo create links in the "souls " of your enemys making that kill one will kill both... On other think a mage summon monsters, psionics dont, they create thinks from their mind ... Well if you look at the power list you will see the point. it has a different flavour, and if you look at the disciplines , the equivalent of a necromancer and a conjurer in psionics is more like , an invoker and a metamorfosing warrior. But its hard to see the differences without playing it , and i dont know how deep it will be in the game.
  15. magic can .. fail , but you can miss only when you make an attack roll, other spells have by .. salvation , resistence , ect
  16. they should , and you can get warnins from the guard for not doing it in the city
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