Page 1 of 1

[1.0.4] Solipsist retaining gear bonuses when not equipped

Posted: Thu Jun 13, 2013 9:48 am
by Stition
I've been working on trying to figure out how it happens, but I thought something was fishy with my solipsist so I removed all his gear and he still had almost +100 mind damage and pen along with some other effects that I knew were from items I had previously used.

I'm sure this is somehow related to projection (similar to how ambuscade and precognition cause bugs like this).

It's terrible since I can't play my solipsist any longer since he's bugged overpowered, and just got to the east on insane (trying to get the 6th class win on insane for darkgod). I have no fun playing characters bugged like this, takes all the challenge out of the game.

I'll keep trying to figure out exactly what causes it, can provide save file or anything else if that'll help. Temporal wardens have a similar issue, making them unplayable.


Edit:
It's caused when the psi-blade sustain is activated with projection. This causes the bonuses from the weapons to remain even when they're not equipped. Still no clue how the temporal warden bug happens.

Re: [1.0.4] Solipsist retaining gear bonuses when not equipp

Posted: Thu Jun 13, 2013 3:11 pm
by jenx
Stition, tell me about how you use mindlink. I've never used it. I've been trying to win on nightmare with a solipsists for ages, but it is tough. Like you, I don't go AM.

Another question, you have two movement infusions - why is this? what do you do when you are surrounded?

And why Swift Hands as your prodigy????

Re: [1.0.4] Solipsist retaining gear bonuses when not equipp

Posted: Fri Jun 14, 2013 6:58 pm
by Stition
I almost only use mindlink with the projection, rarely cast it otherwise, but I think it boosts damage around 30+%. The projection needs to use it to damage anything.

I use 2 movement infusions on all my characters, if you ever get surrounded it's likely a positioning error. Unless you're talking about the warrior bastion where if that happens it's game over.
The first infusion is to get the correct position when engaging, generally the second one is for when things aren't turning out well.
You can use your big nukes, which should be distortion bolt after they're distorted, and run if they don't die. Usually what I've been doing lately. Distortion bolt is hitting for 4k for me and mindsear only hits around 1k. Distortion is certainly the best damage tree.

Swift hands lets you equip teleportation when needed, swap gear quickly for dispersion, equip cunning gear for eden's guile (it gets ridiculous 140+% global speed for 9 turns), and a ton of other situational items like resist gear. I'm of the opinion that it's the best prodigy if you're willing to make full use of it, but can be very tedious.

I play every class very similarly, abusing pets to avoid monsters targeting me (tentacles, tree's, spiders), and run when they look at you.

Re: [1.0.4] Solipsist retaining gear bonuses when not equipp

Posted: Fri Jun 14, 2013 7:38 pm
by jenx
Stition wrote:I almost only use mindlink with the projection, rarely cast it otherwise, but I think it boosts damage around 30+%. The projection needs to use it to damage anything.

I use 2 movement infusions on all my characters, if you ever get surrounded it's likely a positioning error. Unless you're talking about the warrior bastion where if that happens it's game over.
The first infusion is to get the correct position when engaging, generally the second one is for when things aren't turning out well.
You can use your big nukes, which should be distortion bolt after they're distorted, and run if they don't die. Usually what I've been doing lately. Distortion bolt is hitting for 4k for me and mindsear only hits around 1k. Distortion is certainly the best damage tree.

Swift hands lets you equip teleportation when needed, swap gear quickly for dispersion, equip cunning gear for eden's guile (it gets ridiculous 140+% global speed for 9 turns), and a ton of other situational items like resist gear. I'm of the opinion that it's the best prodigy if you're willing to make full use of it, but can be very tedious.

I play every class very similarly, abusing pets to avoid monsters targeting me (tentacles, tree's, spiders), and run when they look at you.
I didn't realise Swift Hands works for ALL gear. I thought it was only weapons. But I've checked the description and you're right. So you can kit up for each situation. I've never thought of using this prodigy. But it sounds very powerful. I could ditch teleport and just wear psychoportatin of disappear!

Re: [1.0.4] Solipsist retaining gear bonuses when not equipp

Posted: Tue Jun 18, 2013 12:18 am
by jenx
With this character:

http://te4.org/characters/8874/tome/787 ... 512db5db1a

some questions:
why did you pump STR so high, and neglect CON?
why do you get 1/1/1/1 in various trees, like nightmare, slumber, feedback, and yet others you get some talents to 5?
what were your main talents for attack? distortion?
when did you pump solipsism talents? I hold off, to make sure I can cope with burst damage, but do you go straight to 5/1/5/5?
how do you get willpower to 179.28? you get 62 WIL from equipment, you have two heroism infusions, but neither is currently activated. so 64 + 62 = 126 - so how come you have 179?
how do you get cunning to 252.28? You get about 140 from gear and carried items I think, but that would give 200 total, not 252.
how do you get global speed to 282.14? Again, you have no effects other clarity, which only gives +44%