After some testing, I think the mod causes the Luminous Gloves to break. The description shown is missing information, and radiating orb isn't inflicted when dealing radiant damage.
I noticed what appears to be a bug with Mental Fatigue. Despite applying 7 stacks of it to a mob they seem to skip doing a saving throw against it and are never stunned by the effect. I can always maintain the 7 stacks but nothing ever seems to happen besides the applications. Perhaps someone else can also confirm this? I can see this being an amazing effect as part of a build if working correctly :)
Dont know if its intended but the new heat convergence is really strong with phalar aluve shriek as it procs twice per initial damage source but only loses 1 turn of heat. Its making my scorching ray build a LOT of fun >:)
I'll definitely be using this, seems like a good mod :)
I do think momentum could use a bit of a rebalance. It's pretty useless, generally speaking, especially once you're locked in combat and standing still in front of your enemies (or everyone is close by enough to reach them).
I dunno, I feel like it could use a little something-something.
Hi, not sure where to post this but was wondering if you had any balance solutions for Shove?
I'm soon done with my first playthrough but I really don't want to play the game another go with Honormode unless I can get Shove fixed.
Getting my Tav insta-killed when fighting Baltazaar before I can even do an action because large constructs just jeet me into the depths below was insanly frustrating. Likewise shoving enemies off cliffs, although fun the first time, for insta kills trivilizes so many fights and feels super cheesy. I.e. not fun.
I think I've found a slight bug with reverberation/boots of stormy clamour, It looks like when attacking hexed enemies it will apply stacks of reverberation even if the attack isn't actually applying any condition itself, I tried it with a few different spells and it always seemed to add the stacks, you can see in the screenshots that the attack isn't applying any condition other than the reverberation,
Sorry if this isn't actually a bug, just seemed like it wasn't intended going off the wording off the item
Not sure if this is a bug with the mod or just some unclear/unintended functionality, but Wrath is adding +1 damage for each turn remaining which is usually clear from the tooltip (and pretty busted for things like dual wielding).
I figured that could be the case but it seems like it's a bug, as it doesn't say it in the tooltips and it's "+1+1+1+1+1(Wrath)" in the tooltip rather than "+5(Wrath)" which seemed strange.
I've always wondered why the lightning charge always deals damage less than expectation, especially when I use magic missile with high level spell slot. 1 or 2 or more damage was omitted from what it should be. Likewise, after shooting all missiles, the number of charges was lower than it should be.
In 1.0.4 version, you gave me not only the answer but also a solution. At once, I got the reason why it has worked in that way so far and 'so what to do', as well. You are GOD. GOAT.
What a mod !
+++ Add QUESTION
In description,
Reverberation
No longer uses the default generic debuff icon
Damage now scales with level (same as Encrusted with Frost and Force Conduit)
DC formula is now: 8 + your level / 2
Please note that the DC is always +5 higher due to Reverberation reducing the targets CON saves
Isn't DC formula set on '7 + level / 2' ? I think you write the description wrong or the code wrong ... 7 seems better by the way.
53 comments
I do think momentum could use a bit of a rebalance. It's pretty useless, generally speaking, especially once you're locked in combat and standing still in front of your enemies (or everyone is close by enough to reach them).
I dunno, I feel like it could use a little something-something.
I'm soon done with my first playthrough but I really don't want to play the game another go with Honormode unless I can get Shove fixed.
Getting my Tav insta-killed when fighting Baltazaar before I can even do an action because large constructs just jeet me into the depths below was insanly frustrating. Likewise shoving enemies off cliffs, although fun the first time, for insta kills trivilizes so many fights and feels super cheesy. I.e. not fun.
https://www.nexusmods.com/baldursgate3/mods/5368?tab=description
It looks like when attacking hexed enemies it will apply stacks of reverberation even if the attack isn't actually applying any condition itself,
I tried it with a few different spells and it always seemed to add the stacks,
you can see in the screenshots that the attack isn't applying any condition other than the reverberation,
Sorry if this isn't actually a bug, just seemed like it wasn't intended going off the wording off the item
https://imgur.com/C1Uj2JG
https://imgur.com/n0tL65E
Had just assumed as the mod was changing reverberation,
Wasn't able to check without the mod loaded to check
I've always wondered why the lightning charge always deals damage less than expectation, especially when I use magic missile with high level spell slot. 1 or 2 or more damage was omitted from what it should be. Likewise, after shooting all missiles, the number of charges was lower than it should be.
In 1.0.4 version, you gave me not only the answer but also a solution. At once, I got the reason why it has worked in that way so far and 'so what to do', as well. You are GOD. GOAT.
What a mod !
+++ Add QUESTION
In description,
Reverberation
Isn't DC formula set on '7 + level / 2' ? I think you write the description wrong or the code wrong ...
7 seems better by the way.