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[1.4.9] Heartrend(ed) messes up Damage Modifiers display
Posted: Fri Feb 10, 2017 10:45 pm
by Snowflake
When using the artifact steamsaw "Heartrend", and getting the debuff "Heartrended" (I assume it would somehow cause it), the damage modifiers shown on the character sheet, under [a]ttack, are all removed. I don't know if this is just a visual bug or if they're actually removed from combat calculations. To get them to show again you need to rest out the heartrended debuff AND remove and re-equip the item that gave you the modifier. Merely resting/moving around/unequiping Heartrend or even changing zones do not update the char sheet - only taking off and wearing the buffing items anew.
Tested without any sustains active, and switching to other weapons, which did not cause this issue.
Re: [1.4.9] Heartrend(ed) messes up Damage Modifiers display
Posted: Sun Feb 12, 2017 1:19 am
by Snowflake
To add to this report, it seems my damage modifiers are permanently skewed, if I remove all my gear I actually have negative damage modifiers (it is now many zones and levels later for this character). This even when idling at the item vault place etc.
(and I've also seemingly been hit by this "steamsaw mainhand bug"
http://forums.te4.org/viewtopic.php?f=42&t=46076 - I guess it's the character sheet that is bugged out, in general?)
Re: [1.4.9] Heartrend(ed) messes up Damage Modifiers display
Posted: Sun Feb 12, 2017 3:29 am
by Radon26
so, with everything removed, now apply hardened, and see if it zeroes again. pretty sure it should fix at least half of the issue.
Re: [1.4.9] Heartrend(ed) messes up Damage Modifiers display
Posted: Sun Feb 12, 2017 9:21 pm
by Snowflake
Radon26 wrote:so, with everything removed, now apply hardened, and see if it zeroes again. pretty sure it should fix at least half of the issue.
Sorry, "hardened"? Do you mean "heartrended", the debuff from the artifact?

In any case, I already finished that character, but I shall see if it pops up on some future playthrough. So while it's not any roadblock at this exact time, it's still something in the code that doesn't seem to be working right - either stacking of the (de)buffs, or merely the calculating of them on the char sheet.