Unclear talent/item descriptions

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omeg
Halfling
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Unclear talent/item descriptions

#1 Post by omeg »

I think having a single thread for that may be a good idea.

[RC4] Talent - Damage Smearing (Chronomancy/Temporal Combat)
For the next X turns, you convert all non-temporal damage you receive into temporal damage spread over six turns. The duration will scale with your Paradox.
When do I start to receive the damage? After the X turns I guess, but it's not specified.

[RC4] Item - Rod of Annulment
It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30.
That's really unclear. Does it affect one talent/rune/infusion? What chance does it have to work? Maybe it tries to disable all effects with certain probability? No idea.

omeg
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Re: Unclear talent/item descriptions

#2 Post by omeg »

[RC4] Effect - Continuum Destabilization
The target has been affected by space or time manipulations and is becoming more resistant to them (+9).
What exactly does that mean? +9 temporal resistance? Immunity to chronomancy talents? Something else?

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Unclear talent/item descriptions

#3 Post by phantomglider »

omeg wrote:I think having a single thread for that may be a good idea.

[RC4] Talent - Damage Smearing (Chronomancy/Temporal Combat)
For the next X turns, you convert all non-temporal damage you receive into temporal damage spread over six turns. The duration will scale with your Paradox.
When do I start to receive the damage? After the X turns I guess, but it's not specified.
This does exactly what it says it does. If you activate Damage Smearing, and then some monster hits you for 6 damage, instead you will take 1 damage per turn for the next 6 turns. If, the turn after that, it hits you for 12 damage, you will take 1 damage per turn for the next 5 turns and 2 damage per turn for the next 6 turns, for a total of 3 dpt for 5 turns and 2 dpt for another turn.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

infact
Low Yeek
Posts: 6
Joined: Fri Sep 14, 2012 4:49 pm

Re: Unclear talent/item descriptions

#4 Post by infact »

Other things I've noted:

1) Ghoul retch fails to mention that it scales with constitution.

2) Ghoulish leap fails to mention that the leap is followed by an attack.

3) The flameshock spell does not mention that its damage is a dot.

omeg
Halfling
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Re: Unclear talent/item descriptions

#5 Post by omeg »

[RC4] Talent - Pinning Shot (Technique/Archery prowess) (probable typo - should be 'Prowess')
You fire a pinning shot, doing X% damage and pinning your target to the ground for Y turns. The pinning chance increases with your Dexterity.
What exactly is the chance?

Same thing with Scatter Shot.

phantomglider
Archmage
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Re: Unclear talent/item descriptions

#6 Post by phantomglider »

The chance is an accuracy vs. physical save check. Most things that say "the chance increases with foo" work that way.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

omeg
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Re: Unclear talent/item descriptions

#7 Post by omeg »

[1.0] Talent - Creeping Darkness (Cursed/Darkness)
Doesn't mention for how long the darkness stays.

omeg
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Re: Unclear talent/item descriptions

#8 Post by omeg »

[1.0] Talent - Celestial / Glyphs
Doesn't specify the size/shape/area of the glyph.

omeg
Halfling
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Re: Unclear talent/item descriptions

#9 Post by omeg »

[1.0] Talent - Jumpgate (Celestial / Twilight)
Minor thing, but the description doesn't show increased max range with increasing talent level:
"...as long as you are within 13 tiles of it."
Should be
"...as long as you are within 13->[16] tiles of it."

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Unclear talent/item descriptions

#10 Post by wobbly »

Shield expertise is increadibly vague as far as what it actually does.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Unclear talent/item descriptions

#11 Post by wobbly »

Lethality doesn't mention the critical strike bonus only applies to daggers.

Guevara-chan
Higher
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Joined: Mon Jun 11, 2012 1:33 pm

Re: Unclear talent/item descriptions

#12 Post by Guevara-chan »

Could it also be mentioned, please, that Corpathus resets itself after spawning slimy cuitie ?

Nivrax
Higher
Posts: 72
Joined: Wed Jan 23, 2013 3:36 pm

Re: Unclear talent/item descriptions

#13 Post by Nivrax »

Steamroller prodigy don't mention how long the damage buff last for (2 turns only). What activates the buff is also worded a bit unclear. Reading it, I though you have to kill marked enemy to get buff, but simple rushing foe will give and stack it on you.

Dacke
Cornac
Posts: 35
Joined: Sun Feb 03, 2013 11:31 pm

Re: Unclear talent/item descriptions

#14 Post by Dacke »

[1.0] Summoner: Grand Arrival
Firedrake: Appears with one fire drake hatchling

..but for higher talent levels (or Willpower?) you get 2-3 hatchlings. The number should be updated dynamically: 1 [->2]


[1.0] Summoner: Resilience

..doesn't give any numbers for how much it increases lifetime and constitution. But the numbers seem to be fixed to something like: +1 turn and +2 constitution per talent level

Velorien
Archmage
Posts: 360
Joined: Thu Jan 12, 2012 9:09 pm

Re: Unclear talent/item descriptions

#15 Post by Velorien »

[1.0] Spell/Staff Combat - Defensive Posture
The description doesn't mention scaling at all, but it definitely scales with something.

Also, this thread needs to be stickied like the Typos thread.

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