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Post by ljspence on Dec 30, 2009 17:54:26 GMT -5
So, I switched Drakeor to use an axe and although the Ether Burn and Spear Rain supposedly require a spear, it was still possible to use those skills (Jump works correctly).
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Post by DJC on Dec 31, 2009 12:27:38 GMT -5
So, I switched Drakeor to use an axe and although the Ether Burn and Spear Rain supposedly require a spear, it was still possible to use those skills (Jump works correctly). This is a known and unresolvable issue due to the nature of the attacks and the engine's limitations. The attributes necessary for the additional skill effects either don't work or would have significant unintended consequences if the weapon restriction was applied, so instead it is not in these cases.
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Post by ljspence on Jan 4, 2010 12:08:47 GMT -5
I see, so it's really the skill description which is incorrect.
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Post by servelat on Jan 26, 2010 11:08:10 GMT -5
Maybe i'm doing something wrong, but i have problems with Glen's "Zealous Blades" skill scroll. It's not becoming available in spell list after spending Skill Shards on it, i mean it appears there but it can't be used even with sword equipped.
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Post by DJC on Jan 26, 2010 20:22:45 GMT -5
Maybe i'm doing something wrong, but i have problems with Glen's "Zealous Blades" skill scroll. It's not becoming available in spell list after spending Skill Shards on it, i mean it appears there but it can't be used even with sword equipped. I finally bothered to reinstall the engine so I can look actually look at reported bugs from a technical standpoint. I don't have the time to do a patch right now or for many weeks probably, but at least this way I can give more informed answers. In this particularly case, Zealous Blades is broken. It has an incorrect tag that makes it impossible to use since it requires a weapon to possess a tag no weapons in the game do. This is a direct result of the last patch when I split enemy and hero spells between two separate attributes, one for magic attacks and one for magic defense. This made it so the Shell spell and elemental resistances could still function correctly at the same time. By mistake, I left an old tag on Zealous Blades instead of the new one. An easy fix, but it will have to wait until the next patch. Thanks for the bug report!
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Post by servelat on Jan 31, 2010 14:55:30 GMT -5
Are "magic resistance" and "Elemental resistance" the same? I have a problem with Drakeor being healed with double magic (elemental?) resistance. Half of the spells in dragon trials (including elemental dragon breaths) do not heal Drakeor if he has [magic resist] + aura. I noticed that half of that spells did heal with <elementalist cape> + aura.
the only correct spell i notices is "Enervate". It heals in both conditions. But spells like "Dust torrent", "hydro pump", "maelstrom" and many others just halves damage with aura, but do not heal.
And btw, Grand Dragon's breath deals ~8k damage if Drakeor wears [Magic resist] items and ~4k if there are items like <elementalist cape> or <Mirror Shield>
P.S. what is the duration of "aura" spell ? I don't understand the reason it fades always in different number of turns (independent from "curse" spell). Does some enemy's spells have [magic resist down] effect?
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Post by DJC on Jan 31, 2010 15:46:16 GMT -5
Are "magic resistance" and "Elemental resistance" the same? I have a problem with Drakeor being healed with double magic (elemental?) resistance. Half of the spells in dragon trials (including elemental dragon breaths) do not heal Drakeor if he has [magic resist] + aura. I noticed that half of that spells did heal with <elementalist cape> + aura. the only correct spell i notices is "Enervate". It heals in both conditions. But spells like "Dust torrent", "hydro pump", "maelstrom" and many others just halves damage with aura, but do not heal. And btw, Grand Dragon's breath deals ~8k damage if Drakeor wears [Magic resist] items and ~4k if there are items like <elementalist cape> or <Mirror Shield> P.S. what is the duration of "aura" spell ? I don't understand the reason it fades always in different number of turns (independent from "curse" spell). Does some enemy's spells have [magic resist down] effect? Magic resistance and elemental resistance are not the same. A spell or attack can be magical but not elemental. It's only elemental if it's Fire, Ice, Water, Earth, Bolt, Air, Shadow, or Holy. In order to absorb the target must have both equipment and additional spell protection of the same type. As an example, to absorb Water damage, you need both Water defense boosting equipment and something like Aura or Water Shell cast on that hero. To absorb non-elemental magic damage, you need magic protecting armor and the Sanctuary spell. This is further complicated by an engine shortfall. Some spells that SHOULD be magical, such as Maelstrom or Glare, are not. They are only elemental. This is because they reduce elemental resistance against their specific type (Fire, Water, etc.). If they were additionally magic, then they would also necessarily reduce magic resistance, an unintended and unacceptable consequence that makes no sense. Therefore, I opted to instead leave them as elemental only, a solution that remains confusing, but has less impact on gameplay than spells that reduce ALL magic resistance when they are not supposed to. So if you see an elemental spell with a down arrow indicating it lowers resistance, that means it is not magically. The Grand Dragon's breath attack only has two tag attributes: Dragon and Breath. So elemental and magical equipment shouldn't be affecting the damage dealt. Perhaps you were wearing something else that dealt with the attributes it does have? Aura and similar spells like Sanctuary, Adrenaline Rush, Flame Shell, or Divine Favor never expire unless removed or countered. For example, if you cast Flame Shell, an enemy can lower that boost back down by casting Glare, which lowers Fire resistance. Otherwise, the boost remains for the duration of the battle or until the target dies and is revived during the battle. Reductions also expire in this manner. Positive conditions like Might do not expire either, but Boon, Regen, and Quick have a certain number of turns before they end. If you are wearing equipment that grants a positive condition, it can never expire or be removed. There are enemies with spells that lower magic resistance, but these are rare compared to the lowering of specific elemental resistances since losing magic resistance is extremely damaging.
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Post by servelat on Jan 31, 2010 17:39:44 GMT -5
Thanks for help! It looks like i've really missed something, but now it's clear
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