Alchemist bomb types

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Repton
Archmage
Posts: 371
Joined: Wed Aug 05, 2009 2:17 am

Alchemist bomb types

#1 Post by Repton »

Firstly, it would be nice if the bomb damage were shown when you view the gem, so you don't have to extract it just to find out what it will do.

Beyond that, either I can't figure out some of them, or they just don't work.

Bloodstone is supposed to "regen 10% of max life" when used as a bomb. I tried using it, and it didn't affect my hitpoints at all.

Pearl says it does an extra 1 LITE damage, which is pretty lame for a level 5 gem, and this doesn't happen anyway.

Moonstone has a 20% to stun, but I haven't seen it stun yet.

I know that some of them work, e.g. arcane splash, fire splash (I haven't tested all the elemental splashes). Of course, alchemist resistance doesn't apply to splash damage (intentional?), so I never use those ones anyway. Lapis Lazuli (mana regen) and topaz (range) work. Diamond seems to work (good, since that's the main one I use).

Quarts (spellknockback) really doesn't work:
[LOG] James casts Throw Bomb.
USING table: 0x19767d80 Throw Bomb
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] final dam 0
[LOG] James hits golem (servant of James) for #GREEN#0.00 acid damage#LAST#.
checkHit 124 5
=> chance to hit 95
[LOG] Golem (servant of James) resists!
stack traceback:
/data/damage_types.lua:463: in function 'projector'
/data/talents/spells/explosives.lua:75: in function 'damtype'
/engine/interface/ActorProject.lua:105: in function 'project'
/data/talents/spells/explosives.lua:64: in function 'action'
/engine/interface/ActorTalents.lua:117: in function </engine/interface/ActorTalents.lua:111>
Lua Error: /engine/interface/GameTargeting.lua:89: /data/damage_types.lua:463: attempt to index local 'tmp' (a nil value)
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:89 fct
At /engine/interface/GameTargeting.lua:95 targetMode
[SPELL CRIT %] 33.9
[LOG] James's spell looks more powerful!
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] final dam 0
[LOG] James hits golem (servant of James) for #GREEN#0.00 acid damage#LAST#.
stack traceback:
/data/damage_types.lua:463: in function 'projector'
/data/talents/spells/explosives.lua:75: in function 'damtype'
/engine/interface/ActorProject.lua:105: in function 'project'
/data/talents/spells/explosives.lua:64: in function 'action'
/engine/interface/ActorTalents.lua:117: in function </engine/interface/ActorTalents.lua:111>
Lua Error: /engine/interface/GameTargeting.lua:89: /data/damage_types.lua:463: attempt to index local 'tmp' (a nil value)
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:89 fct
At /engine/interface/GameTargeting.lua:95 targetMode
At /engine/interface/GameTargeting.lua:141 ?
At /engine/KeyBind.lua:198

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Alchemist bomb types

#2 Post by darkgod »

Fixed ! thanks
[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 ;)

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Alchemist bomb types

#3 Post by yufra »

LITE damage is supposed to change dark terrain to lit terrain, not do extra damage to creatures. Is that what is not working, or were you expecting damage to creatures?
<DarkGod> lets say it's intended

Repton
Archmage
Posts: 371
Joined: Wed Aug 05, 2009 2:17 am

Re: Alchemist bomb types

#4 Post by Repton »

Well, I was expecting it to damage, since that's what the description says. Although it did occur to me later that maybe it was meant to light up squares...

At any rate, I was testing in one of the open prides, so I didn't see anything.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Alchemist bomb types

#5 Post by yufra »

It is a bit of a confusing description... LIGHT damage is what the Divine classes generally do. The descriptions of the gems are automatically generated, so altering LITE damage to "lights up the area" isn't straight-forward, hmm....
<DarkGod> lets say it's intended

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