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mikeprichard

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Posts posted by mikeprichard

  1. I'll include this here from another topic, as it's relevant to incorrect tooltip information: I've confirmed that the Shadowwalker's Lightning Discipline skill (if at level 7 or higher) gives a chance at Battle Frenzy upon receiving any type of damage (including magic, elemental, and ranged physical), not just "melee" damage as the tooltip incorrectly states.

  2. Confirmed: Botan just got struck by magical damage from a Shock Turret in the northeast area of Beraza Woods, and received the Battle Frenzy status as a result. So it's either a bug, or a typo in the Steel Discipline tooltip, which as of game version 1.0 indicates Battle Frenzy only triggers on "melee" damage. My testing indicates it actually triggers upon receiving any damage. (There are many other issues with incorrect information in the tooltips, as noted in another topic, so I'm thinking it's just a typo - but if it is, maxed Steel Discipline as intended is even more OP than I initially thought.)

  3. I agree with the OP analysis, but don't forget the power of the Shadowwalker's maxed Steel Discipline, which after skill level 7, gives 8%/skill level chance to enter Battle Frenzy when "struck in melee". I've confirmed that the frenzy actually triggers when struck by ranged physical attacks as well, and I'm pretty sure (though I could be wrong on this one point) I've seen it trigger often even from magic/elemental/curse cone/AOE attacks. I've been running a party of me (Shadowwalker), Botan (Shadowwalker), and Nathalie (Sorcerer) with the "Efficiency" skill rows maxed for all three, and have been destroying almost everything on Normal up until the Temple of Velusa so far. Granted, I am playing on Normal, but the OP-ness of the Shadowwalker's access to two attacks/actions per round via Battle Frenzy (which is active practically every round for at least one of my shadowwalkers using my builds) can't be discounted.

     

    That said, I haven't used Silena much, but the fact that maxed Charge Weapons skill along with maxed Dexterity makes Tinkermages potentially even more OP seems pretty clear. And yes, Shamans... interesting, but more of a "challenge" class.

  4. Stat that increases scarab ability

    Blademaster - Dexterity

    Shadowwalker - Dexterity

    Shaman - Intelligence

    Sorcerer - Intelligence

    Tinkermage - Dexterity

     

    This isn't accurate. As just one confirmed example, if you equip an Amethyst Scarab (Group Heal ability) on a Shadowwalker, the scarab's ability scales with Strength, not Dexterity.

  5. That probably explains it - I'd gone along with the shade's arguments throughout the earlier lessons, and it was pleased with my answers by the final scene, so if I remember correctly, that must be why I avoided a fight at the end. Guess that makes the boots an optional drop.

     

    Also, saw one more thing missing from the list - the Sentient Eyestalk charm.

  6. If you retrain/respec a character's skill points (either through the trainer in Goldcrag or the Shift+D "retrain" cheat), the character's base attributes are automatically altered compared to their base pre-respec values: Intelligence is decreased by one point, and Endurance is increased by one point. (Bug confirmed in Windows version.)

  7. Is there an alternative way to finish the "final lesson" scene in Monitor Base C that involves fighting? I didn't fight anyone/anything in that final scene, so nobody there dropped anything, but I didn't keep a save beforehand to test other dialogue options that might have started a battle. Thanks!

  8. Randomizer - thanks for adding the Chirurgeon's Tunic to the list. The Stabby Sash stats are still incorrect, and I still can't find the Stompin' Boots where they're supposed to appear in game, but otherwise, aside from some minor formatting errors in the list with the armor value/weight/strength requirement column alignments and with the separators/headers for the different equipment categories, it all looks pretty good.

     

    And yeah, I also assumed the Scorched Greaves augmenting a Sorcerer skill but not being equippable by Sorcerers was a bug... Jeff be trollin'. With every game, he gets a little more unpredictable - sorta like Redbeard.

  9. -Chirurgeon's Tunic (+8% armor, +5% to blessings/curse you cast, +10% to healing) is missing

    -Stabby Sash provides +10% critical hit chance (not +5%)

     

    Also, were the Stompin' Boots removed from the final version of the game? I searched everywhere in the NE area of Monitor Base C after the final Miranda "lesson" with Redbeard (according to the "Item Location and Quest List" topic), and didn't see them.

  10. I just installed on a Win 7 Pro 64-bit setup myself, and have been having the same issues, though I don't remember having them with other Spidweb games - the game is running extremely laggy/"choppy" much of the time. I'm also running hardly anything in the background - just Firefox and the required 7 or 8 Windows base processes (although I've also tried closing Firefox, which didn't seem to help).

     

    I just noticed the alternative "DirectX" game .exe; would using that link to play instead of the regular OpenGL version possibly help?

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