[b38] Necromancer Issues

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gosling
Yeek
Posts: 12
Joined: Sat Jan 21, 2012 11:08 am

[b38] Necromancer Issues

#1 Post by gosling »

-Minions-
1. Some minions are created with runes they can’t/shouldn’t use, like an armoured skeleton warrior with no mana-using skills has Manasurge.
2. Heavy Bone Giant minion only has one listed talent (Bone Armour) but used Throw Bones (or whatever that one is that causes me and everyone else to bleed).

-Skill: Blurred Mortality-
Skill description reads “However, when below 0, you cannot see how much life you have left.”
I have it at lvl 1 and sustained on my Clvl 3 Yeek Necromancer and my screen currently reads “-6/79” and I’m alive.

-Skill: Surge of Undeath-
Skill description reads (for Tlvl 1.3): “A surge of power radiates to all your minions, increasing their combat power, spellpower, and accuracy by 14, their armor penetration by 12, and their critical hit chance by 5 for 6 turns.”
A lvl 16 Ghast has Accuracy 23, P.power 16, Damage 11, crit 1%, APR 3, S.power 10.
When I cast SoU on it, it goes to Accuracy 23, P.power 25. Damage 15, crit 6%, APR 15, S.power 22.
Lvl 27 Ghoulking
Without SoU: Accuracy: 30, P.power: 21, Damage: 20, crit 1%, APR 4, S.Power: 10
With Tlvl 1.3 SoU cast with 45 spellpower: Accuracy: 30, P.power: 30, Damage: 26, crit 8%, APR 20, S.power: Mouse-over says 24, inspecting the ghoul it says 25.
I just doesn’t look like accuracy is being affected.
And “combat power” in the description should be changed to “physical power” to be consistent.

-Minion Targeting-
I can tolerate skeleton mages blasting me and NPCs indiscriminately. But melee minions shouldn’t attack neutral npcs unless my character has attacked it directly (using some non-Area of Effect ability).
I’m looking at my log now where my armored skeleton used Shield Pummel on the Lost Merchant, killing him.
I guess what happens is the skeleton mage shoots the merchant, merchant takes a swing at the mage, and the armored skeleton pummels him.
Is the lesson just “Necromancers who use minions have to deal with doing poorly on all tasks involving npcs”?
NPCs play a significant role in the game at all levels.

-UI-
I can take Chants and other “Light” tree skills when learned from escorts, which seems a little odd. But odder than that is the fact that when I activate Chant of Fortitude, I get no Positive energy resource bar.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: [b38] Necromancer Issues

#2 Post by phantomglider »

gosling wrote: -UI-
I can take Chants and other “Light” tree skills when learned from escorts, which seems a little odd. But odder than that is the fact that when I activate Chant of Fortitude, I get no Positive energy resource bar.
That's because Chant of Fortitude - indeed, the entire tree of which Chant of Fortitude is a part - is a sustained skill, so it doesn't actually cost any Positive to use, it just reduces your max Positive. And unlike the mana/stamina based sustains, Chants don't go away when your Positive hits 0. So, as long as you don't already have a Positive bar, the talent operates entirely independent of the whole Positive/Negative stuff.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: [b38] Necromancer Issues

#3 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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