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Posted
23 minutes ago, patronkus said:

I tried testing Sungrazers Return Orbit and didn't find much success. Scordeo's Edge Double Strike works as you would expect but Sungrazer did not. I tested various things for it including Freezing Pillar and Mind Plague for lots of hits (hits with afflictions, damage etc) and didn't get it to proc. Blunt Rock did proc however.

Yes it was also returned in comments, but I cant edit the topic anymore (it is not possible after some weeks past). When I tested Orbit Return, I had Scordeo's Edge in offhand so I didnt realize at the moment.

Posted
9 minutes ago, Constentin Lévine said:

Yes it was also returned in comments, but I cant edit the topic anymore (it is not possible after some weeks past). When I tested Orbit Return, I had Scordeo's Edge in offhand so I didnt realize at the moment.

Ah gotcha, all good, just wanted to confirm my finding. Still a great post!

Posted (edited)

And about Azure Blade (Wrong Place Wrong Time, 25% chance to interrupt on any hit), that work only when there is 3 allies within 2m from self and when the target is alone (also 2m further away their allies). The interrupt is a melee attack (vs fortitude) and proc Avenging Storm.

Edited by Constentin Lévine
Posted

If you launch a "spell" from Amira's Wing (or others like Crushing Depht etc) and then switch to Frostfall, or Engoliero do espirs (for example) between the end of the attack (icon) and the hit from the spell (there is a little dealy), the effects of these weapon are applied (on-kill here). 

I mean, I launched Wilting Wind and immediatly goes to EdE, and that was impressive. Of course EdE work on any kill, but here my character had no spell.

And Frostfall (dispersed suffering) work only on weapon kill, so work with these "spells" from weapons.

  • Like 1
Posted

Nice find! It's amazing how much damage the weapon bound spell effects can do, particularly in the hands of a rogue or cipher with the nice boosts to weapon damage.

Posted
17 hours ago, dgray62 said:

Nice find! It's amazing how much damage the weapon bound spell effects can do, particularly in the hands of a rogue or cipher with the nice boosts to weapon damage.

In the case of Cipher, it's a double boon. You get the +20% damages and eventually +1 PEN (plus whatever attack bonus you've vampirised)

And your focus is regenated by it.

  • Like 1
  • 6 months later...
Posted (edited)
On 10/7/2022 at 4:57 AM, Constentin Lévine said:

Judge (Magistrate's Cudgel) +10 accuracy bonus applied by Magistrate's Cudgel hit work on any attack (spells ect) at the condition to have the weapon equipped. Dont need to Soulbound however.

Can you test Magistrate's Cudgel further?

For instance, do any of the soulbound upgrades apply universally, as well? I imagine the recovery time of deliberations (fighter w/ cudgel) applies universally, but what about penetration from Deliberations, or interrupt chance from monk, or stun on crit from cipher?

I suspect that the cipher upgrade does not apply universally, but if it did... XD

EDIT: If the interrupt chance on hit from monk applies universally, that would make this weapon great for a Druid/Monk, especially with all their pulsing spells...

Edited by hansvedic
  • 2 years later...
Posted

@Constentin Lévine Apologies for necroing this post, but how were you able to compile this list: did you test all weapons whether some of their enchantments work universally? Or is there an attribute, like "StatusEffectType", in the game's code that you filtered out in order to see whether that effect is universal?

@Elric Galad I'll also apologize in advance if I seem presumptuous, but you seem to know your way around the code structure of this game. I was wondering how is the game removing the Status Effects endowed by an item when you unequip it. I read in earlier posts that damage bonus stacks from No Rest for the Wicked (from The Red Hand) used to work even when the weapon is not currently equipped. As seeing that is no longer the case, I was hoping you would know what fix did the devs make such that the damage bonus only works for the specific weapon.

Also in general, how were you able to check using the game codes whether an item enchantment would be universal or not? Like whether it would also affect your spells, or the weapon on the other hand. I also read that back then that some item effects persisted even when the item was unequipped afterwards (IIRC, duskfall?), how did the devs fixed this? Was it as simple as changing the string value of some StatusEffectComponent attribute?

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