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1.5.10 Arcane Might Bug
http://forums.te4.org/viewtopic.php?f=42&t=49196
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Author:  FreePaperclips [ Fri Aug 17, 2018 12:03 am ]
Post subject:  1.5.10 Arcane Might Bug

I have a marauder whose Phys Power actually goes down when boosting magic and selecting arcane might. Uploading character now and will edit when done.


Edit:
Done: https://drive.google.com/open?id=1QT-Bi ... cLoXrToMoA

Author:  Arcvasti [ Fri Aug 17, 2018 1:21 am ]
Post subject:  Re: 1.5.10 Arcane Might Bug

This is probably because you're equipping arcane disrupting items. You see, the talent description of arcane might is a blatant lie. It doesn't add your raw spellpower to your physical power, it does something weirder. It takes your raw physical power and then adds that as a bonus to your spellpower function and then uses what that function returns as your effective physical power. The spellpower function has something at the end that divides your final spellpower by the number of arcane disrupting items you have equipped. Unequip your antimagic items and your physical power should be fine.

Being dazed or having dark whispers on you has a similar effect, but those are at least temporary effects instead of build choices.

Author:  FreePaperclips [ Fri Aug 17, 2018 1:25 am ]
Post subject:  Re: 1.5.10 Arcane Might Bug

Huh, I did not know that. Too bad. I'd heard AM (Arcane Might) as a recommendation for some AM (Anti Magic) characters before, but, clearly, that won't work then.

Thanks for the explanation!

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