[RC1] Resilient Bones

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

[RC1] Resilient Bones

#1 Post by lukep »

Resilient bones does not work as advertised, at least some of the time. One example is with my current character, it should reduce duration by 54%, but when I got hit with Congeal Time (7 turns) it applied a 5 turn debuff on me. It should be either 3 (if rounded down) or 4 (if rounded up) turns.
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eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: [RC1] Resilient Bones

#2 Post by eliotn »

What was your spell save vs the enemy's spellpower? This can affect duration.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [RC1] Resilient Bones

#3 Post by Hachem_Muche »

Remember that (quirkily) the duration of temporary effects in the character sheet and game screen display as one turn longer than their actual effect. So the 5 turns shown might actually be "correct."
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [RC1] Resilient Bones

#4 Post by lukep »

eliotn wrote:What was your spell save vs the enemy's spellpower? This can affect duration.
That shouldn't matter in this case. My saves did not reduce it at all, and they shouldn't be able to make it longer.
Hachem_Muche wrote:Remember that (quirkily) the duration of temporary effects in the character sheet and game screen display as one turn longer than their actual effect. So the 5 turns shown might actually be "correct."
I don't think so (though I may need to double check). It should apply for 8 turns (instead of 7) in that case, making the real duration be 4 (or 3 if rounded down).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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