Effective talent level bug

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vstat
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Effective talent level bug

#1 Post by vstat »

I've found 2 talents so far that seem to run off of raw talent instead of effective talent level. They are Explosion expert and Alchemist protection. This seems unfair to the class, as those 2 extra points could be spent better elsewhere. Not sure how many other talents are effected by this

Final Master
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Re: Effective talent level bug

#2 Post by Final Master »

I've got a question kind of related to this. Do all stats improve/change with 'effective level'? It seems the passive fighter tree doesn't improve with improvements to the category.
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Shoob
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Re: Effective talent level bug

#3 Post by Shoob »

there is not just an effective talent level, but also a skill cap % in some skills too, so like with riposte you won't ever be able to get it over 60%, and you can get that late game with just one talent point spent in it... (at least iirc)
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vstat
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Re: Effective talent level bug

#4 Post by vstat »

Shoob wrote:there is not just an effective talent level, but also a skill cap % in some skills too, so like with riposte you won't ever be able to get it over 60%, and you can get that late game with just one talent point spent in it... (at least iirc)
I do see that in the code for ripost. It looks like it is a function of dexterity and in between the range of 10 and 60. I don't see any code resembling that for the talents I've listed. Ripost does appear to use effective talent level, as there is no mention of raw talent in the code for it.

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Re: Effective talent level bug

#5 Post by Shoob »

though at the same time I do not really see the need to switch up them... why? because no other class gets them at a lower mastery level anyways, so fine, just make alchemist protection still go up to 100% protection, but make it take talent lvl 6.5 instead? there really is no benefit from doing that...

oh and sorry :P my first comment was directed @final master's comment, I should have said that
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