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Re: Spell / Scroll / Feat Bugs
Posted: Fri Apr 28, 2017 11:20 pm
by Svabodnik
Thaumaturge Contingent Summoning can access summon spells of higher levels than the user can cast (I assume this is limited to wizards, as they can 'learn' spells above what they can cast by adding them to their spellbook before actually being able to slot them).
For example, on my character I got Thaum 4 at level 14 (meaning I could only cast Planar Binding, yet I've preemptively learned Greater Planar Binding to be ready when I hit 15) and Contingent Summoning duplicated GPB rather than the PB I had prepared. Now that I hit 15, to test it out I decided to scribe Summon Monster IX to the spellbook, and after doing so Contingent Summoning started casting SM IX rather than GPB.
Potentially, this could mean a human wizard can start slinging SM IX at level 10 if they go Wiz 5/ASoC 1 (to meet Diplomacy 6 pre-req)/Thaum 4.
Edit: spelling.
Re: Spell / Scroll / Feat Bugs
Posted: Sat May 06, 2017 4:20 pm
by Donny
Not sure if it's a bug, but it bugs me.
Evrard's Black Tentacles breaks invisibility each round.
Re: Spell / Scroll / Feat Bugs
Posted: Sat May 06, 2017 4:33 pm
by V'rass
Updated the rune of fire bug... it gives the correct damage ratio when cast at 8th lv by mages but with clerics it gives reduced ratio when cast at 8th lv.
Re: Spell / Scroll / Feat Bugs
Posted: Mon May 08, 2017 9:41 am
by Mork
There seems to be a problem with Hideous blow and damage reduction.
Normally it should "activate" once per turn each time someone hits the target. Problem is it seems that if something fully resists damage from basic weapon (daggers in my case) damage from Hideous blow never applies. I've tested in in Vault on the undead. Each time I actually hit and see that "target resisted all damage" dmg from Hidious bllow (Acid that monsters in vault have actual weakness to) does not get applied cause basic 1d4 physical attack was resisted.
Re: Spell / Scroll / Feat Bugs
Posted: Mon May 08, 2017 9:44 am
by Valefort
That's not something that can be changed so you'll have to work around it, daggers with elemental damage ?
Re: Spell / Scroll / Feat Bugs
Posted: Mon May 08, 2017 10:03 am
by Mork
Yea swichting offhand to mainhand helped (in offhand I had fire dmg that got through and activated blow) How about decreasing hidious blow dmg by 1 and adding 1 dmg of unresistable source (perhaps divine?) to daggers as a workaround? A lot of classes have dmg reduction 5 so leaving it as it is can potentially ruin hideous blow usefulness in pvp. Not to mention it can get annoying when fighting certain mobs.
Re: Spell / Scroll / Feat Bugs
Posted: Sat May 20, 2017 9:31 am
by Mork
Tested with new runes and scrolls from a vendor. Tested 2 times with same result (using new runes, new scrolls)
1: Casting mark rune on "empty rune"
2: 50gp is eaten, message pops up saying that rune is marked. Item remains to be named "empty rune"
3: I change name of "empty rune" that was marked with DMFI tool.
4: I try to use teleport
5: Message appears that rune is not marked and teleport fails.
Any idea how to make it work?
Edit: Ok i see the problem now.
It seems if you have multiple runes in bagpack and use scroll to mark a rune - its not a rune that you target with a spell that gets marked. It actually marks random empty rune in your possession.
Re: Spell / Scroll / Feat Bugs
Posted: Sat May 20, 2017 12:30 pm
by Face
Mork wrote:Tested with new runes and scrolls from a vendor. Tested 2 times with same result (using new runes, new scrolls)
1: Casting mark rune on "empty rune"
2: 50gp is eaten, message pops up saying that rune is marked. Item remains to be named "empty rune"
3: I change name of "empty rune" that was marked with DMFI tool.
4: I try to use teleport
5: Message appears that rune is not marked and teleport fails.
Any idea how to make it work?
Edit: Ok i see the problem now.
It seems if you have multiple runes in bagpack and use scroll to mark a rune - its not a rune that you target with a spell that gets marked. It actually marks random empty rune in your possession.
Its always the first rune not a random one.
Re: Spell / Scroll / Feat Bugs
Posted: Sat May 20, 2017 12:36 pm
by Nyeleni
You just have to put the rune into another page and it appears correctly labeled.
Re: Spell / Scroll / Feat Bugs
Posted: Tue May 23, 2017 4:40 pm
by DiceyCZ
There seems to be some bug with AoE targeting either today or at least in the Wyrm Lair in serpent hills, an archmage with Shaping hurt us with fireball and then me with Call lightning which should never hurt allies.
Re: Spell / Scroll / Feat Bugs
Posted: Thu May 25, 2017 6:54 am
by Convolutedline
Epic Spell Mass heal won't heal an incapped party member
auto quicken 0 - 3 does not function due to the servers implemented automatic spell failure..
Is now useless feat.. Or seriously questionable..
Cannot see the spell failure icon when buffed so.. x.x x.x x.x
I'm not sure why was implemented but, its awful ... now I can't cast two low level spells consecutively... Or even one low level spell and another spell..
Re: Spell / Scroll / Feat Bugs
Posted: Thu May 25, 2017 8:54 am
by Valefort
The auto quickened feats should be fine next update, what about the epic mass heal ? I don't understand your sentence. Incapped ?
Re: Spell / Scroll / Feat Bugs
Posted: Thu May 25, 2017 8:57 am
by chad878262
I think he means Incapacitated... Perhaps if the party member is between -1 and -9 HP so not fugued yet, which is odd as it should heal those characters.
Re: Spell / Scroll / Feat Bugs
Posted: Thu May 25, 2017 1:09 pm
by Convolutedline
Oh, I'm sorry incapacitated is exactly what I mean.
Too much left 4 dead.. HALP I'm INCAPPED x.x :O
Yes between 0 and -9 when a person is unconscious - this happened multiple times.. Though this time I noticed that happened an not one person was healed whatsoever :O was very odd.
Oh,my,gosh thank you
When is next update? Because auto quicken is like <3 <3 <3 <3 <3 <3 <3 <3 <3 I want more auto quicken is so good x.x zomg x.x
Re: Spell / Scroll / Feat Bugs
Posted: Tue Jun 06, 2017 12:39 am
by Svabodnik
Somewhat of an odd issue, though I suppose a picture is worth a thousand words, so I'll begin with that:
The thousand words:
Currently working on a character going for Wizard/Master Alchemist, but starting in a dip in Warlock to get UMD as a crossclass with Able Learner. Issue didn't crop up until I got my first level of Master Alchemist, after which I noticed that on summoning the familiar (of the chicken type), had it come in with 4 hp despite being a level 7 Animal. Previously, as a Warlock 1/Wizard 6, the familiar seemed to have the proper amount of health. On the opposite end of the spectrum, Animate Dead seems to scale all the way to the other end, both the skeleton or the zombie conjured coming in as a level 14 creature.
In case it was something that was just temporary borked with the character, I waited until reset, and the issue seems to persist afterwards. Likewise, the circumstances are the same after getting another level of Master Alchemist (chicken familiar at 4 hp as a 7 Animal, Animate Dead still pulling in level 14 summons). To test things out, using Bind Familiar to swap it to a rabbit type made it come in with 28 hp, but then swapping it back to chicken brings back the 4 hp issue.
I'm aware that Animate Dead had recently undergone some balance changes, so if this is not a bug please disregard - I simply found it odd that such a beefy summon (with what seems to be a +3 weapon equipped, to boot) was made available. Whether or not that's the case, there's the paltry poultry problem.
EDIT: On getting Master Alchemist to 3, chicken at Animal level 9 has the proper 36 hp, so I'm guessing it's just that the level 7 chicken (thus far) whose hp isn't at the proper level.