Minslayer bugs

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skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

Minslayer bugs

#1 Post by skein »

Beyond the flesh cancels movement infusions when it tries to hit something. (You can certainly turn it off before moving but this just seems silly).

Absorption mastery extra shield effects are not updating the tool tips, buffs, or effects. No extra types of damage are being blocked.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Minslayer bugs

#2 Post by SageAcrin »

The former is not buggy behavior. Believe it or not, it's entirely intended that the mindslot weapon swing every subjective turn, and that it cut off things like Movement infusions but not some other forms of movement boosting.

It's weird, but intended as far as I can tell. Even if it does mean the movement skill that Mindslayers get in their own skillset makes a physical Mindslayer optimal to strafe alongside enemies rather than directly hitting them...

The latter actually works as far as I am aware of, but you're right that the description fails to be updated. Probably it ought to just use something ambiguous for the skills("Blocks physical/acid damage(And Nature/Temporal depending on your Absorption Mastery levels.).") so that it covers all possible options, that'd be the simple way.

Though it's probably not too hard for the descriptions to update depending on your levels of Mastery, so whatever.

skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

Re: Minslayer bugs

#3 Post by skein »

When I tested it, it did not actually block any damage. Now full disclosure, I was playing a mutant swine adventurer mindslayer/alchemist mix. So I only had the shields at 1.0 mastery but it says at level 3 they will get the additional type. I tested with alchy bombs using the proc extra damage tied to gems none of which was ever blocked. Using wildfire and harmony later on so my bombs hit me just fine.

So I guess the bug could be in the bomb damage and not in the mindslayer shields but it sure seemed to be the shields. I originally wondered because certain mobs hit me harder then I expected with shields up.

I actually noticed several other bugs but since I am abusing one of them I see no reason to mention it until after the one that annoys me is fixed. Taking shields in the first place was probably a mistake. Does not seem to be worth the category point so my newest try took the auras instead.

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Minslayer bugs

#4 Post by Aquillion »

SageAcrin wrote:The former is not buggy behavior. Believe it or not, it's entirely intended that the mindslot weapon swing every subjective turn, and that it cut off things like Movement infusions but not some other forms of movement boosting.
Although I agree that it's intended behavior that the two not provide free hits (the way the other options do), I think that it's unintuitive to have it disable that by canceling the movement infusion (which can easily get a player who doesn't know about it killed.) It'd make more sense if Beyond the Flesh were simply suppressed for the duration of movement.
Last edited by Aquillion on Sun Jan 27, 2013 8:30 pm, edited 1 time in total.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Minslayer bugs

#5 Post by SageAcrin »

Just tested it using Semi-Godmode, Damage Smearing and punching myself.

Temporal damage blocking from Kinetic Barrier works fine here. It was certainly very noticeable when I spiked it and it nulled 500 damage, followed by collapsing. (You punch yourself hard in Semi-Godmode.)

Got similar reactions with Manathrust and the Thermal Shield Arcane resist, which I confirmed for sure does work both for spiked and non-spiked version. Ditto Charged Shield and Psychic Lobotomy.

I'm not entirely sure if you're misunderstanding something or if there's a very specific, bugged interaction between the skills you mentioned, but without more specifics, I can't really help more. The barriers are definitely working in general.

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