ToME: the Tales of Maj'Eyal

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 Post subject: Re: White Monk v 1.7.2
PostPosted: Thu Oct 29, 2020 11:41 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 953
Location: Middle of Nowhere
v1.7.2
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Updated for new removeEffects handling.


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 Post subject: Re: White Monk v 1.7.2
PostPosted: Sun Nov 01, 2020 10:15 am 
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Halfling

Joined: Sun Aug 24, 2014 7:09 am
Posts: 105
Location: A Holding Pattern on the Eidolon Plane
On my Skeleton, I don't seem to be getting Guided Hand's stated bonus of half Strength to Dex and Willpower. As you'll see here, I've got a hefty bonus to Strength because Skeleton, but only +3 to Will, and that's from my boots.


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 Post subject: Re: White Monk v 1.7.2
PostPosted: Sun Nov 01, 2020 2:09 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 953
Location: Middle of Nowhere
I was afraid that wasn't worded very well :?

That replacement only refers to damage modifiers on gloves and gaunlets. It means that the base Cunning damage modifier (40%) is switched to Willpower, and that the base Strength modifier (40%) is removed and split between Willpower and Dexterity (also base 40%), resulting in 60% Dex and 60% Wil damage modifiers.

Guided Hand does not affect your own stats in any way. I'll try to work out an explanation that is more clear. In all cases, aside from Harkor Zun's gauntlets, you'll have 60/60 Dex/Wil dam mods. Harkor's has different base modifiers, so the it ends up slightly different, but undergoes the same method of substitution.

Sorry for any confusion.


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PostPosted: Sun Nov 01, 2020 6:06 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 953
Location: Middle of Nowhere
v1.7.3
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[Holy Sign]
Now compatible with the new dispel mechanic.

[Guided Fist]
Clarified description of hand gear dam mod substitution mechanic (hopefully).


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