Veracious 267 Posted March 29, 2018 Share Posted March 29, 2018 So I remember reading a build guide on the international forum for a skellies build. The author said the only playable aspects were the additional summon options because the extra damage nodes didn't seem to work and aschron had already gone under. I'm curious if that is accurate and if any of the amazing coders who have done the community patch were able to or even knew to fix these issues? Or Is it something that would have to be fixed in the hard coding that we don't have access to... Thanks for any replies. 1 Link to comment
Flix 5,116 Posted March 29, 2018 Share Posted March 29, 2018 There's not much that's not changeable now that the code's been cracked. The modifications "Sharp Blades" and "Spectral Shield" literally (for once) do exactly what they say: they make the Skeletons spawn with different swords and shields. The upgraded swords have higher damage and chance for Deep Wounds. The upgraded shields pull an additional bonus from the pool of magic-tier shield bonuses. 1 Link to comment
Veracious 267 Posted March 29, 2018 Author Share Posted March 29, 2018 24 minutes ago, Flix said: There's not much that's not changeable now that the code's been cracked. The modifications "Sharp Blades" and "Spectral Shield" literally (for once) do exactly what they say: they make the Skeletons spawn with different swords and shields. The upgraded swords have higher damage and chance for Deep Wounds. The upgraded shields pull an additional bonus from the pool of magic-tier shield bonuses. So these mods work now? That's awesome. The guide writer said the build was a boss melter. And I like summoner builds. Link to comment
Flix 5,116 Posted March 29, 2018 Share Posted March 29, 2018 19 hours ago, Veracious said: So these mods work now? That's awesome. The guide writer said the build was a boss melter. And I like summoner builds. Far as I know they always worked. Even so, the additional summons are better. A single skeleton doing slightly more damage, vs. two skeletons = double damage. Plus they don't really die, they just fall unconscious, so who cares about an extra shield bonus? The the sword and shield modifications are kind of meh, but not broken. Link to comment
Veracious 267 Posted March 29, 2018 Author Share Posted March 29, 2018 15 minutes ago, Flix said: Far as I know they always worked. Even so, the additional summons are better. A single skeleton doing slightly more damage, vs. two skeletons = double damage. Plus they don't really die, they just fall unconscious, so who cares about an extra shield bonus? The the sword and shield modifications are kind of meh, but not broken. Going off memory I probably misquoted the build I was referring to. It's possible he said they were lack luster instead of broken. Your info helps regardless. Thank you! Link to comment
Androdion 884 Posted March 30, 2018 Share Posted March 30, 2018 12 hours ago, Flix said: Far as I know they always worked. Even so, the additional summons are better. A single skeleton doing slightly more damage, vs. two skeletons = double damage. Plus they don't really die, they just fall unconscious, so who cares about an extra shield bonus? The the sword and shield modifications are kind of meh, but not broken. I guess it kind of depends on the progression of the CA level, since once it's at a high level enough the skellies will be so much higher in level than your character that they don't even fall down to the ground. I've been playing with Nether Allegiance on my dual wield build with magic staves and modded it for survivability since their main point with my build is for them to be meat (bone?!) shields, and they act more as a distraction than a main killing art. So it will also fall down into how you want to use them, if it's a more aggro approach then I agree that it should be modded differently. Still, I think there's room for usefulness in the more defensive mods. Link to comment
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