I like this mod but I wanted to bring to your attention some things I've noticed.
Cauteriser condition seems to incorrectly deal 1d4 Fire damage instead of 1d6 Fire damage for the Very Rare variant:
Here's the damage roll for the on-hit Fire damage to prove it's from the Very Rare, being correctly 1d6 Fire damage:
This is inconsistent with what is written in the weapon description:
Ignore the 2 Acid, 1d4 Fire, and 1d4 Psychic. Those are from Caustic Band, being dipped in Fire, and Strange Conduit Ring respectively. So either that needs to be fixed (increased from 1d4 to 1d6), removed (in case you meant for there to be only one instance of 1d6 fire damage, but I don't know why you would do so considering the Necrotic version would be vastly superior in comparison then), or amended (change the description text to instead say 1-4 Fire damage).
The Cauteriser properly triggers after every attack, as written in the weapon description, however this extra damage is separate from the weapon damage, excluding it from Great Weapon Fighting rerolls, and also adding Hexblade's Curse since it is treated as a separate damage instance. If that is intended, then don't worry about it.
There's also the matter of the Burning condition being applied to creatures. I was wondering if it were possible to include in the Combat Log the save being made for Burning, for curiosity and knowledge's sake? I think it'd be a great quality of life improvement to know when something fails the save or by how much.
Thanks for your work on this mod, I desperately wanted a Greatsword option other than Everburn blade. I particularly like your solution with the ores.
would like to with that mod but please, make a balanced version with: kill on critical hit" removed because it's just way to much powerfull. "Lethal weapon" as *chance* to remove resistance for 1 turn based on a dex or/and const saving
Could be replaced by brutal critical also. Would be simpler. As of right now, I don't upgrade the swords to legendary and leave them at purples. My crit chance is very high and this would negate my attempts to buff enemy hp to make fights last longer.
agree with killing when crit hit. its too OP, it would be better to ad 19-20 roll for crit instead, which will still utilize additional attack with crit
Mod is not working no matter what I do. Even when I load only this mod and remove all others that are not pre-requisites, it does not appear in the game. I restarted my computer and made a brand new campaign and still no katana anywhere.
58 comments
Cauteriser condition seems to incorrectly deal 1d4 Fire damage instead of 1d6 Fire damage for the Very Rare variant:
Here's the damage roll for the on-hit Fire damage to prove it's from the Very Rare, being correctly 1d6 Fire damage:
This is inconsistent with what is written in the weapon description:
Ignore the 2 Acid, 1d4 Fire, and 1d4 Psychic. Those are from Caustic Band, being dipped in Fire, and Strange Conduit Ring respectively.
So either that needs to be fixed (increased from 1d4 to 1d6), removed (in case you meant for there to be only one instance of 1d6 fire damage, but I don't know why you would do so considering the Necrotic version would be vastly superior in comparison then), or amended (change the description text to instead say 1-4 Fire damage).
The Cauteriser properly triggers after every attack, as written in the weapon description, however this extra damage is separate from the weapon damage, excluding it from Great Weapon Fighting rerolls, and also adding Hexblade's Curse since it is treated as a separate damage instance. If that is intended, then don't worry about it.
There's also the matter of the Burning condition being applied to creatures. I was wondering if it were possible to include in the Combat Log the save being made for Burning, for curiosity and knowledge's sake? I think it'd be a great quality of life improvement to know when something fails the save or by how much.
Thanks for your work on this mod, I desperately wanted a Greatsword option other than Everburn blade. I particularly like your solution with the ores.
kill on critical hit" removed because it's just way to much powerfull.
"Lethal weapon" as *chance* to remove resistance for 1 turn based on a dex or/and const saving