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Showing content with the highest reputation on 01/04/2018 in all areas

  1. That's because of the stacked runes, which is a CM feature (I believe). The exchange runes window doesn't know about that and probably just sees [something else] instead of the required [any single rune] and therefore refuses to work. You can simply split one rune into it's own place (shift-click) and then exchange the rune.
    3 points
  2. Item Update for v10: Fixed a typo in the drop lists that made some Legendary hafted weapons too rare. Fixed a typo that caused rare 1h axes to sometimes lack a bonus. Fixed a bug where some shortbows and recurve bows were missing damage. Reaper's Toll is now classified as a halberd, like all other scythes in D2F. Druid animal pelts are more common now. Set pieces of "Undead Legionaires' Armaments" are rebalanced: modifier intensity reduced, drops are more rare. Throwing Stones now use a special bonus group that includes: Knockback, Disregard Armor, and Stun. Fixed a bug where Books had ranged weapon stats in their tooltips. Adjusted the icon size and orientation for several bows and a few swords. And some quest reward updates: "The Imposter" quest reward: player now gets Dark Guardian (instead of Huntress of Light) if the evil path is taken. Player now gets the reward for killing the Garganthropod on the Shadow Path (Amulet of the Jade Scarab). Amazon now gets Griffon's Eye class quest reward on Shadow Path (instead of Shaman's Mask).
    1 point
  3. Yeah, I kind of double posted but discussion about this can be had here. You have to account one thing in that scenario, and that is innate damage types on weapons. If you have a weapon that has physical and ice, and you socket it with a chunk of lava, you'll have the possibility for open wounds/freeze/burn with that weapon. So those detrimental effects still apply, even though the damage caused by the CA is based on the prevalent damage types on the weapon. Now imagine a weapon with ice in right hand and another with fire in the left, the CA will cause physical+ice damage. The possible detrimental effects though are those that are present in both weapons, it's kind of a "global bonus" like life leech. This is best seen if you use a dual wield with staff+sword. You'll see that when you cast, say Frenzied Rampage, the staff shoots projectiles according to its elemental damage despite of what the secondary weapon's damage types are. Picking up on your example, causing fire damage isn't the same as causing enemies to burn. That is, damage has five types and each one causes (or not) one type of detrimental effects. But those aren't directly related to the CA but rather to the damage that was dealt. And each time that elemental damage is dealt a secondary effect (burn in case of fire damage) can also be triggered. So again, if you have different elemental damage types on you dual wield weapons you'll still have the possibility to cause detrimental (read, secondary) effects based on those damage types. Hope that clears it out. In respect to the damage calculation do the following. Strip your toon naked, insert dual wield weapons. Now take the secondary weapon and compare the CA damage tooltip to see it unchanged (unless it has bonuses like I describe next). Place the weapon back and see it still unchanged (damage types on the CA as well). Switch them and repeat the process. You'll see that there are no alterations to the CA damage unless when you switch the weapons of place. Now place a piece of gear that boosts Tactics Lore or a weapon skill you're using, and notice how the base damage of the weapons is raised but the CA damage is raised less than that. That's because it's now accounting for the primary weapon plus the added damage bonus from the gear bonus (sorry for the redundancy here). I've tested it and it's precisely like this, no matter what type of weapon you equip. So that's that. Sorry if it sounds confusing but I'm writing this down with one eye open.
    1 point
  4. Necromancer Changes Upcoming in v10 Poison Dagger has faster animations when mounted and using 2h weapons. Previously the animation was too long and implied two consecutive hits, while only one landed. Now it's just a single "hard hit" animation, as it's supposed to be. Bone Spear - silver mod "Velocity" is replaced with "Sorcery" which increases the base magic damage. Note in the picture you can also now see the Physical DOT effect from the "Gash" mod. This effect was invisible until CM Patch 1.60. Skeletal Mages have new ethereal unsummoning VFX. Minor cosmetic change. No more exploding bones when banishing them (skeletal warriors still retain that effect though).
    1 point
  5. Hi, I am following you guide and just hit level 18. It says to pick constitution. Unfortunately I can not pick constitution, as it is grayed out. Am I missing something? Thank you for your help. //kalksack
    1 point
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