Essence Weaver's Gloves are bugged. I have them on Wyll and they are adding a lot more than half my charisma modifier. It also says it's once per turn but it's adding extra damage to every instance of Eldritch blast.
Hey, this isn't a bug. So how the game functions is either - Once per attack which would limit the damage rider to only apply to 1 of the eldritch blast beams, but this would still allow for the player to have the damage applied to other attacks that turn. Or Once per turn which applies to 1 spell per turn, so this would mean if you cast 1 spell that hits multiple targets, the damage rider would apply to all instances of damage on that spell, but would prevent this from occurring on the next spell. Hopefully this makes sense. I covered this subject in an earlier comment. If you still think it's a bug, link your combat log that includes the damage roll, attack roll.
Works fine for me, you aren't wearing armor are you? It doesn't stack with Draconic Resilience. There was a similar bug report about this if you want to read it. Idk what gloves of the bulwark are either.
I'm having the same issue. I put it on with nothing else equipped, and the passive appears on the character sheet but AC doesn't increase.
Maybe by Gloves of the Bulwark they mean Bracers of Defense? Those give +2 AC when not wearing armor or a shield, which works properly.
edit: I rested and didn't have Mage Armor on, and the amulet AC bonus worked. It's a similar effect to Draconic Resilience, so I suppose I should have expected that.
Did not work with Monk - I suspect it is because WIS gives Monk AC and my WIS was higher than my CHA Did not work with Barbarian - Kept CON higher than CHA
Worked with both Barbarian and Monk if CON<CHA and WIS<CHA respectively. Basically, I think if a character class gets AC from an Ability, your CHA bonus has to be higher than the bonus from whatever other Ability.
The Chaotic Harmony passive from the Sphere of Controlled Chaos continually turns itself off you have to turn it back on ever turn which is incredibly annoying.
The "Chaos ball" triggers even from cantrips. Isn't it too strong? It feels overpower even considering other items from your mod, especially if you play with summons. Maybe it should have limit for targets or restriction to high level spells or have some negative effects either.
What do you mean triggers even from cantrips? It's a spell? Are you referring to it benefiting from things that add bonus damage to cantrips or something? Also, it deals the exact same damage of a base level fireball, there are other items that add the fireball spell to items and are Rare items, so this isn't broken imo.
I assume he's talking about the Chaotic Harmony effect from the same item that gives the Chaos Ball (Sphere of Controlled Chaos). Basically you get a free group buff every turn with no limitations, since it works on cantrips. As a sorlock I'm using that instead of bonus d4 on every blast, because it's that good.
The act 1 amulet you get is wayyyyy too strong. I think most people playing a charisma class should hit 20 in that stat by level 4-5, from the stat boost fest and hag hair, so we’re looking at a regular +5 AC boost from an amulet.
couple simple ways to knock it down is making it only apply when also not wearing a shield too, making it half your proficiency, or just a flat 1 or 2 boost to your AC. As it is now it’s just a bit overtuned imo. Everything else is great.
Just finished a duo playthrough with a friend using the sorcerer and paladin items, and everything felt really good for the most part.
Only things I’d really mention are that the item you get for sorcerers that increase damage based on current sorcery points is also just a tad too strong, simply for the fact it works on everything. They immediately become a better evocation wizard with a single item.
Also, the paladin oathblade you get in act 3 is kinda weak for the time you normally get it and what you’ll already have by that point.
The sorcerer sand item you get in act 2 also appears to be working the same way as the legendary in act 3, which I don’t think is intentional.
Please don’t take this as me crapping on the mods or anything, they’re all awesome! These were just some things that stood out while we were playing.
Did you use version 1.0.0.4 for the sorcerer equipment? Sorcerous Sand should be fixed in that version, if not I'll have to look into it again. Also in 1.0.0.4 the sorcerer point ring spells only apply to 3rd level or higher but I can increase the spell level to 4th if you think that may help balance it. As for the Oathblade, I could change Judgement Blow to once per short rest.
I don’t think I’ve updated yet but those all sound like good changes/fixes.
For the sorcerer ring, when you say it applies to level 3 and up spells, does that also apply to ones that were up casted?
The big issue is really the multi hit spells like magic missile and scorching ray. If there were a way to make the damage ONLY apply to AOE spells I think that’d be the best solution. But if that’s not possible then level 3 spells and up is probably fine?
I know it’s a legendary ring and those items are supposed to be really good, but it just gets out of hand very quickly. Another idea is to make it a toggleable ability once per short or long rest to add your current sorcery point level to the damage, instead of it being active at all times.
What ended up happening in the late game, is you end up in a scenario where you always have max sorcery points from the legendary amulet, which then skyrockets your damage from the legendary ring. If that’s the intention, it definitely works lol, but it also feels veryyyyy strong. I think completely changing the effect of one of those 2 items would also help fix it. Sorcerers are already arguably one of the strongest classes, those 2 items together make it not even a competition. I think having an item that incentivized using your points up, instead of hoarding them, would be ideal. Or needing to choose which one you wanna do. Maybe the necklace only functions when you’re out/low on points already?
Would you consider upping the enchantment level on the oathblade to +2 as well potentially, just so it’s on par with the smiteweaver blade, or are you set on it staying a +1?
Appreciate your time and thank you again for making all of these class mods.
Yes, it includes upcast also. I could also apply it so it only hits once per attack, so when you cast a spell that hits multiple targets, it will only deals damage to 1 target. I want to avoid making anymore toggles because they can be finicky. I won't be changing the weapon enchantment, +1 is generally Rare, +2 is Very Rare, this can be different in some circumstances but if a weapon enchantment is higher than its expected bonus the passive feature to the weapon isn't that good. (You can look at the Greataxes for an example). I will also be rebalancing smite-weaver since it is very OP early game.
Initially, I thought this was too strong as well. Before I continue I want to note that I am on console and know nothing about modding. :)
I am playing a High Half-Elf Draconic Sorcerer so I have a natural armor of 13. My Charisma is 20. I thought the amulet might boost my armor like this: Natural Armor 13 + Amulet 5 + Dex 2 + Shield 2 = 22 AC. The amulet though ignores the Natural Armor though so my AC is just 5+2+2 = 19. Right now, I have a character in the Adamantine Scale 16 + Dex 2 + Shield 2 = 20. If you are honest and don't use the amulet until you get to the Arcane Tower (and kill Bernard, you monster) then your AC is on par with the rest of the party. Gale can easily get to AC 17 with Mage Armor + Dex + Shield.
I don't know if the Amulet ignores Mage Armor or not, but for balance it should.
Hey, so there was actually a bug report somewhat similar to this, if you want to read it, it explains how the amulet interacts with other in-game mechanics that increase AC. Also, the amulet adds your DEX+CHA, similar to how Unarmoured Defence works with barbarian and Monk. An example of the code - Monk -- ACOverrideFormula(10,true,Dexterity,Wisdom) Barbarian -- ACOverrideFormula(10,true,Dexterity,Constitution) The Amulet -- ACOverrideFormula(10,true,Dexterity,Charisma)
Thank you for the reply. So the amulet is working as intended and I don't think it is overpowered. As a contrast, my Gale with Mage Armor with a shield or bracers has AC17. While Mage Armor typically requires using a spell slot, there are many ways to overcome that loss. It could be balanced by requiring a sorcery point be spent to activate.
I'm still awaiting someone to make Sorcerer and Wizard versions of the Moon Devotion Robe.
Hey, stupid question. Can't figure out how to use the amulet of infinite wellspring. At first I thought I was infinite restores but it's not working at all for me, I saw you must have meta magic toggled but I'm not entirely sure what that means? I activated one and tried, nothing happened. Then tried using it and same result could use some help sorry.
Console: I can do the first 2 steps but can't do the rest. By the way reqlising I'm doing this on nexus on the off chance someone just uploaded your mod to mod.io for the bg3 console stuff. I can't seem to get it to work,
It seems that the Essence Weaver's gloves, when worn by a warlock, make the first Eldritch blast count as two different dammage (as in, on animation, shown as two hit but always the same dice rolls and two different dammage rolls).
For a cleric using a radiant cantrip. it appear to add the cantrip damage divided by the cleric charisma but the math does not add up. (In this case 11/3=1?)
The intended effect doesn't seems to trigger in each case.
Yes, the damage is a damage rider so you will see the damage of the original spell and then the damage rider. What appears in the combat log is a know visual bug that has been around for a while and as far as I know, it can't be fixed unless you a use a work around with script extender.
I get the combat log quirk, but in the case of the eldritch blast it does not add half the charisma bonus, it add a full charisma bonus + half the charisma bonus. More, it can itself be ridded bbyh more damage, as hex. But this part may be normal.
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(tested on a draconic sorcerer, gloves of the bulwark are working however, so it seems to be a bug with the pendant itself)
Maybe by Gloves of the Bulwark they mean Bracers of Defense? Those give +2 AC when not wearing armor or a shield, which works properly.
edit: I rested and didn't have Mage Armor on, and the amulet AC bonus worked. It's a similar effect to Draconic Resilience, so I suppose I should have expected that.
Did not work with Barbarian - Kept CON higher than CHA
Worked with both Barbarian and Monk if CON<CHA and WIS<CHA respectively. Basically, I think if a character class gets AC from an Ability, your CHA bonus has to be higher than the bonus from whatever other Ability.
couple simple ways to knock it down is making it only apply when also not wearing a shield too, making it half your proficiency, or just a flat 1 or 2 boost to your AC. As it is now it’s just a bit overtuned imo. Everything else is great.
great mod as always!
Only things I’d really mention are that the item you get for sorcerers that increase damage based on current sorcery points is also just a tad too strong, simply for the fact it works on everything. They immediately become a better evocation wizard with a single item.
Also, the paladin oathblade you get in act 3 is kinda weak for the time you normally get it and what you’ll already have by that point.
The sorcerer sand item you get in act 2 also appears to be working the same way as the legendary in act 3, which I don’t think is intentional.
Please don’t take this as me crapping on the mods or anything, they’re all awesome! These were just some things that stood out while we were playing.
:)
For the sorcerer ring, when you say it applies to level 3 and up spells, does that also apply to ones that were up casted?
The big issue is really the multi hit spells like magic missile and scorching ray. If there were a way to make the damage ONLY apply to AOE spells I think that’d be the best solution. But if that’s not possible then level 3 spells and up is probably fine?
I know it’s a legendary ring and those items are supposed to be really good, but it just gets out of hand very quickly. Another idea is to make it a toggleable ability once per short or long rest to add your current sorcery point level to the damage, instead of it being active at all times.
What ended up happening in the late game, is you end up in a scenario where you always have max sorcery points from the legendary amulet, which then skyrockets your damage from the legendary ring. If that’s the intention, it definitely works lol, but it also feels veryyyyy strong. I think completely changing the effect of one of those 2 items would also help fix it. Sorcerers are already arguably one of the strongest classes, those 2 items together make it not even a competition. I think having an item that incentivized using your points up, instead of hoarding them, would be ideal. Or needing to choose which one you wanna do. Maybe the necklace only functions when you’re out/low on points already?
Would you consider upping the enchantment level on the oathblade to +2 as well potentially, just so it’s on par with the smiteweaver blade, or are you set on it staying a +1?
Appreciate your time and thank you again for making all of these class mods.
I won't be changing the weapon enchantment, +1 is generally Rare, +2 is Very Rare, this can be different in some circumstances but if a weapon enchantment is higher than its expected bonus the passive feature to the weapon isn't that good. (You can look at the Greataxes for an example). I will also be rebalancing smite-weaver since it is very OP early game.
Initially, I thought this was too strong as well. Before I continue I want to note that I am on console and know nothing about modding. :)
I am playing a High Half-Elf Draconic Sorcerer so I have a natural armor of 13. My Charisma is 20. I thought the amulet might boost my armor like this: Natural Armor 13 + Amulet 5 + Dex 2 + Shield 2 = 22 AC. The amulet though ignores the Natural Armor though so my AC is just 5+2+2 = 19. Right now, I have a character in the Adamantine Scale 16 + Dex 2 + Shield 2 = 20. If you are honest and don't use the amulet until you get to the Arcane Tower (and kill Bernard, you monster) then your AC is on par with the rest of the party. Gale can easily get to AC 17 with Mage Armor + Dex + Shield.
I don't know if the Amulet ignores Mage Armor or not, but for balance it should.
Just my two cents.
An example of the code -
Monk -- ACOverrideFormula(10,true,Dexterity,Wisdom)
Barbarian -- ACOverrideFormula(10,true,Dexterity,Constitution)
The Amulet -- ACOverrideFormula(10,true,Dexterity,Charisma)
I'm still awaiting someone to make Sorcerer and Wizard versions of the Moon Devotion Robe.
https://imgur.com/riG70xP
It seems that the Essence Weaver's gloves, when worn by a warlock, make the first Eldritch blast count as two different dammage (as in, on animation, shown as two hit but always the same dice rolls and two different dammage rolls).
For a cleric using a radiant cantrip. it appear to add the cantrip damage divided by the cleric charisma but the math does not add up. (In this case 11/3=1?)
The intended effect doesn't seems to trigger in each case.
Great mod in any case!