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[Bug] Powder Burn


theBalthazar

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If this is intended, it is fairly poor design, to be honest.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Does rod's blast use RES as well? I don't think so...

 

Just tested it, rod's blast uses strength.

 

Obviously, it would be nice if rod's blast used resolve instead....

 

Seems it's because powder burns is implemented as an AoE attack that supersedes and nullifies the weapon attack (so the Rogue strike abilities don't work with it) whereas rod is implemented as distinct weapon attacks against everyone in the AoE (so it works with all the Rogue strike abilities etc.). Leading to a counterintuitive situation where the Blunderbuss modal is better for casters, while the Rod modal is better for Rogues....

Edited by SaruNi
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Yes, Blast's and Citzal's Spirit Lance's AoE got changed from a simple AoE-"spell" in PoE1 to a discrete weapon attack in Deadfire. Basically like carnage was in PoE1... while carnage got changed... because it caused so much trouble with on-hit effects and such in PoE1. Let me put it like this:  :facepalm:

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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And to think they had a dedicated system designer looking at spreadsheets for this kind of stuff...!

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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No joke, mate. If they had MaxQuest on the team we’d have a lot less issues with balance and consistency!

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"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Yes, Blast's and Citzal's Spirit Lance's AoE got changed from a simple AoE-"spell" in PoE1 to a discrete weapon attack in Deadfire. Basically like carnage was in PoE1... while carnage got changed... because it caused so much trouble with on-hit effects and such in PoE1. Let me put it like this:  :facepalm:

 

If you have a barbarian/wizard equipped with the Lance, does each hit cause carnage like a permanent heart of fury?

Rod blast will not work because it is a ranged attack.

 

If you use attacks that have a lash ( like flames of devotion) or cause status effects ( like crippling strike), does it work with every hit of the lance or rod blast?

 

If the two things above are true, than multiclass wizards are the improved barbarians of PoE1. Improved, because on top of the AoE on hit effects they also have lots of self buffs.

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I don't know about Heart of Fury, but Carnage and Spirit Lance work well together (somebody watched out in this case). It will do the normal Lance's AoE damage AND the normal Carnage raw AoE damage. But the additional attacks from the Lance will not trigger carnage. In this case the systems designers had an epiphany moment.

 

BUT: Lance's AoE attacks will all trigger Swift Flurry (when they crit), they will all cause afflictions and raw DoT from the rogue's strikes, they will all get +50% lash from Lightning Strikes or Flames of Devotion, Stunning Strikes will stun the whole AoE, all targets will suffer additional raw damage from Soul Annihilation(!!!) and so on. So - most of the things that carnage doesn't do anymore (for a good reason) the lance does now.

Same with the rod's Blast - here somebody watched out that Wounding Shot doesn't add raw damage to all the AoE targets - but most other stuff works like with the Lance: Stunning Strikes stuns the whole AoE, rogues' strikes will cause afflictions an that AoE, every AoE attack works with Driving Flight which in return doubles the chances for further Swift Flurries (!!!). TONS of things to patch in the future because somebody decided that  :facepalm: is the way to go. ;)

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

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