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[V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 10:10 am
by jinsediaoying
http://imgur.com/LIKIdHU
This is not my charactor. The owner of this necklace said he gain this in the Dreadfall. This necklace's additional skill is something like "natural heal", which is a natural gift and can crit. The problem is that this skill cost no energy at all. Although this item is generated under Chinese language mod, but it shouldn't affact item generation. So I suspect some thing goes wrong when generating this type of "natural healing" nacklace.
just in case you want to know other stat of this item:
power source: nature
tier: 4
1st line: +22% light resistance
2nd line:+29% blindness resistance
3rd line: +60% bleed resistance
4th line: +20% healing mod
Re: [V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 11:14 am
by CaptainTrips
This doesn't look odd to me for a tier four amulet. It looks like a Shielding Stralite Amulet of Healing. From data/general/objects/egos/amulets.lua:
newEntity{
power_source = {nature=true},
name = "shielding ", prefix=true, instant_resolve=true,
keywords = {shielding=true},
level_range = {1, 50},
rarity = 6,
cost = 5,
wielder = {
resists={
[DamageType.LIGHT] = resolvers.mbonus_material(20, 10),
},
blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),
},
}
newEntity{
power_source = {nature=true},
name = " of healing", suffix=true, instant_resolve=true,
keywords = {healing=true},
level_range = {35, 50},
greater_ego = 1,
rarity = 18,
cost = 60,
wielder = {
healing_factor = resolvers.mbonus_material(20, 10, function(e, v) v=v/100 return 0, v end),
cut_immune = resolvers.mbonus_material(4, 4, function(e, v) v=v/10 return 0, v end),
},
resolvers.charmt(Talents.T_HEAL_NATURE, {1,2,3}, 80),
}
Re: [V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 11:21 am
by jinsediaoying
CaptainTrips wrote:This doesn't look odd to me for a tier four amulet. It looks like a Shielding Stralite Amulet of Healing. From data/general/objects/egos/amulets.lua:
newEntity{
power_source = {nature=true},
name = "shielding ", prefix=true, instant_resolve=true,
keywords = {shielding=true},
level_range = {1, 50},
rarity = 6,
cost = 5,
wielder = {
resists={
[DamageType.LIGHT] = resolvers.mbonus_material(20, 10),
},
blind_immune = resolvers.mbonus_material(30, 20, function(e, v) v=v/100 return 0, v end),
},
}
newEntity{
power_source = {nature=true},
name = " of healing", suffix=true, instant_resolve=true,
keywords = {healing=true},
level_range = {35, 50},
greater_ego = 1,
rarity = 18,
cost = 60,
wielder = {
healing_factor = resolvers.mbonus_material(20, 10, function(e, v) v=v/100 return 0, v end),
cut_immune = resolvers.mbonus_material(4, 4, function(e, v) v=v/10 return 0, v end),
},
resolvers.charmt(Talents.T_HEAL_NATURE, {1,2,3}, 80),
}
The issue is that Healing skill cost 0 energy. This probably cause by some mod instead of game itself, though.
Re: [V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 11:37 am
by jinsediaoying
Seems he encounter a weird bug. All of his equipment skill's energy cost is 0.
Re: [V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 11:50 am
by CaptainTrips
Ah, ok, I thought in the first post you were saying the skill wasn't using any of his (player) resources, but of course it's a different case if he can spam heal from his amulet.

Re: [V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 3:42 pm
by stinkstink
It's due to the interation between the Charm Mastery talent and a bug.
There's an addon that fixes the bug here.
Re: [V1] overpowered equipment being generated
Posted: Sat Mar 09, 2013 11:50 pm
by jinsediaoying
So I believe it is fixed in the newest SVN?