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Rune madness
Posted: Tue Sep 13, 2011 3:16 am
by Talonj
When you have multiple attack runes, they set other runes cooldowns to one. Even if they're already on cooldown. Allowing you to quickly alternate between two attack runes with no problems. Might actually only occur with Alchemists' golems.
Happened on my golem, save file is
http://dl.dropbox.com/u/3891476/golemwtf.rar here. Possess the golem and alternate away.
Here's some amusing results of abusing this. Try and see what's wrong with this picture...

Re: Rune madness
Posted: Tue Sep 13, 2011 3:42 am
by tiger_eye
Bwahaha!! That's awesome. I can't believe you're the first person to notice (and report) this. Thank you for doing so. This occurs for all characters; not just golems. Heh, this was obviously an oversight which can easily be fixed:
Code: Select all
Index: game/modules/tome/data/talents/misc/inscriptions.lua
===================================================================
--- game/modules/tome/data/talents/misc/inscriptions.lua (revision 4380)
+++ game/modules/tome/data/talents/misc/inscriptions.lua (working copy)
@@ -489,7 +489,7 @@
local function attack_rune(self, btid)
for tid, lev in pairs(self.talents) do
- if tid ~= btid and self.talents_def[tid].is_attack_rune then
+ if tid ~= btid and self.talents_def[tid].is_attack_rune and not self.talents_cd[tid] then
self.talents_cd[tid] = 1
end
end
Also, what's with the 150 cooldown?!
Re: Rune madness
Posted: Tue Sep 13, 2011 5:41 am
by Aquillion
tiger_eye wrote:Also, what's with the 150 cooldown?!
The results of cumulative Runic Saturation, I'd assume.
Not that it matters, since if I understand the bug right, this allows you to do as much damage as you desire at instant speed to any enemies in range...
I think that this underlines how underused attack runes are, too.
Re: Rune madness
Posted: Tue Sep 13, 2011 6:18 am
by lukep
Aquillion wrote:Not that it matters, since if I understand the bug right, this allows you to do as much damage as you desire at instant speed to any enemies in range...
It sets the cooldown to 1, not 0. You are able to double your damage output, alternating between an attack rune and an action that takes time.
Re: Rune madness
Posted: Tue Sep 13, 2011 8:40 am
by darkgod
fixed