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I do not know if this bug is exclusive to guns. They are the only weapons I've been able to test for this issue. Testing on other weapons with a reload- + attack-speed of less than 3 sec would be desireable. Reproduce by: 1a. Load the attacher savegame. 1b. Create a Ranger with max dex and proficiency in pistols. Level him up enough to aquire the gunnery passive. Aquire 3 pistols, and equip 2 in one set and 1 in the other. 2. Enter combat with the 2 preloaded pistol set activated. 3. Fire the initial salvo with a total combined attack-speed of 1,3 sec (in my save, I'll be defaulting to my saved numbers from her on), and observe it working in approximated accordance with tool-tips. 4. Activate the pistol-modal for a combined attack-speed of 2,5 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips. 5. Switch to single pistol and activate the pistol-modal, for a combined attack-speed of 2,8 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips. Attached files: https://www.dropbox.com/sh/wm91ijmhuezfi62/AAAeNnz2SCTSifAFf24-hHgRa?dl=0 output.log dxdiag save EDIT I've made a thread for an attempt to gather information on what weapons or means of attack are affected by the bug: https://forums.obsidian.net/topic/98628-a-call-to-testing-actual-attack-frequency-caps/ EDIT Weapons/Attack-types known to be affected: Pistol Blunderbuss (from Zzz) Weapons/Attack-types known to not be affected: "Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar) Sabre, bow and arquebuse (from Zzz)
Description: Either this is one bug or the product of another: My character received a permanent Eccea's Arcane Blaster +200% projectile count effect. At the same time, the character is permanently stuck in reloading animation, unable to fire with pistol/arbalest/blunderbuss. He could still fire fine with abilities (e.g Storm Rune Shot) and with bows. As a side note, Frostseeker with 9 projectiles is pretty sweet. I am unsure if the reloading is a different bug. Steps to Reproduce the Issue: I noticed the stuck animation pretty late so I do not know the exact steps to reproduce the bug. I imagine something happened precisely when Eccea's blaster fired a triple shot but I was unable to reproduce this. I tried pausing and switching weapons just as the pistol was fired at slow combat speed. I used a macro to unpause/pause to get a close as possible to when the gun fired. The fact that the +200% projectile only has a 5% chance of proccing means that I was not able to try it that often. Around 5 times with the triple projectile. Screenshots/Savegames/output log/System Specs: In the dropbox zip file: https://www.dropbox.com/s/nkt5t9fajfp8k0o/Eccea%20Blaster%20Bug.zip?dl=0 Note that the two savegames are after the bug; the effect has a different name in both (also seen in the screenshot). The closest save I had before was ~3 hrs away so it wouldn't help much.
Tests have yielded actual attack-frequency (attack-delay + reload = time between message pop-ups in the combat-tracker) for pistols to be capped at ~3,6 sec, even if tool-tips clam they are lower. Tested with pistols that are supposed to fire at 2,5 sec, both double and single. A bug-report has been submitted on the subject. I'm wondering if this problem just pertain to pistols, or if it is more universal. I don't have the characters to test if any other types of weapons or attacks (spells etc) are capped at a frequency of ~3,6 secs, or if it's just pistols. Nor Have I localized if it's the pistols themselves, the underlaying mechanics, or just one of the sources of speed-modifiers, that are bugged. So, I'd like to invite you to test any attack you can access that is supposed to have an attack-frequency of 3 sec or less, and report it here. Both reports of attacks that are bugged and not are usefull. It's quite relevant to determine if any speed-build is viable until it gets patched. For instance, my gunslinger is shelved for now. Please and thank you EDIT Weapons/Attack-types known to be affected: Pistol Blunderbuss (from Zzz) Weapons/Attack-types known to not be affected: "Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar) Sabre, bow and arquebuse (from Zzz) Link to bug-report: https://forums.obsidian.net/topic/98617-bug-attack-frequency-on-guns-capped-at-36-sec/
I have a Sajan level 31 in Quest mode, where I chose the Zen Archer role and the Reload power on reaching level 31. On 3-4 separate combat checks with Sajan using the 'Venomous Shortbow +1' discard ability, I am not given an option to recharge the weapon instead of discarding it. These combats were across multiple quests, different locations and monsters being fought. I did just check for this specifically to verify: - Party of only Sajan, level 31 Zen Archer with the Reload power - Normal difficulty Quest, scenario modifier of difficulty to defeat villain increased by 1 for each henchman that has been defeated - Location: Woods - 1) Encountered a Sneak monster - 2) Succeeded initial Wisdom check unaided (rolled an 8 on 1d8) - 3) For combat check I only discarded Venomous Shortbow +1. No blessings or other modifiers were used. - 4) Defeated the Sneak - 5) The game continued with the normal prompts for using cards for additional explores or the green arrow on the right to end the turn. The bow was in Sajan's discard pile with no prompt to recharge. This is the only weapon I have on Sajan right now, so I haven't been able to check to see if this is a general problem with the Reload power or a specific issue with the Venomous Shortbow +1 weapon. Device Info: Droid Turbo running Android 5.1