Hey Armarui, if I understand correctly, this mod also affects the behavior of spells that have multiple attack rolls. For example scorching ray used to apply reverb multiple times on a single target if equipped Spineshudder Amulet, but now it will only apply reverb once?
Really appreciate this mod. Thank you. I also found a similar issue with Mourning Frost's Insidious Cold.
Insidious Cold: dealing cold damage with a spell possibly inflicts Chilled upon the target.
If you do it with an AOE, it only applies to ONE random target. This doesn't sit right with me. It doesn't have a cooldown property, and I found that it's the IF(not SavingThrow(....)): that's making it apply only once per cast. It's like they don't allow multiple saving throws happening in the context of triggering a passive. This is weird. Besides, this makes Insidious Cold and Mourning Frost unreasonably weak: It's already a constitution 12 throw most enemies would get away with it easily in later games, and the fact that it only applies to ONE RANDOM target makes it so hard to chill anyone. Could you help me look into it please? thank you so much
Wanted to see if with your modding knowledge you can figure out a way to do something similar to the "Chilled" status as it does not seem to work with AOE spells? I have dug around and it seems like it does not want to roll saving throws on multiple targets.
do you have any plans on reworking equipment and weapons so besides function properly, can also be mixed with mods like the rebalanced series from syrchalis and other mods that bring the game close to 5E like zerds rules raw and valdaacil spells adjustments?
anyway, thanks a lot for this fixes and reworks that make completely sense and should be that way, blends seameasly with the game like they belong there.
hopefully you can do more mods like this on other things the other mods that i mentioned don't touch or forgot to do.
thanks a lot for your hard work, and keep going!!!
As far as the rebalance mod, it has differing spell DCs than this mod, which would be prioritized, or does it just choose the lower on the mod order? Curious because i want to use both these mods, but kinda want to use the rebalance mod DC because its a bit more generic and independent of character build
In general, whichever mod is later in the load order will have priority. Because the implementations are different, I'd probably recommend loading this after the rebalance mod, but neither order should cause serious issues, so you should be able to play around with both orders and choose your preference.
Would you consider adding Winter's Clutches to this mod?
Among the other great changes, I'm using this mod to overwrite the 'once per turn' limit applied to Reverberation / Gloves of Belligerent Skies by Unofficial Bug Fixer. However, UBF also made the same change to Encrusted with Frost / Winter's Clutches, which ruins my a frost EK build I had being able to stack Encrusted with Frost in one turn.
Fixed! It turns out that UBF's implementation mirrored that of the base game's, and I didn't notice it because it didn't have an internal cooldown, just a straight up restriction on applying Frost to enemies that already had Frost on them. Version 1.1.0 removes that restriction, so it should now behave exactly like the Gloves of Belligerent Skies. Thanks for bringing this to my attention.
Just for info did you have considered some simpler method? For exemple with the gloves : Edit the passive this way : remove onceperturn then apply new technical status (duration 0 so removed at the end of the attack) and IF(not has status(placeholder) and radiant damage...): ApplyStatus(Reverberation) and ApplyStatus(technical)
So only the first damage applies the status every turn and the placeholder is cleared immediately.
I use this for many passives in my homebrew mod and it usually works nicely.
The problem with that approach is that it doesn’t prevent statuses from stacking on multi-hit attacks and spells, which is a huge buff, and feels misaligned with the spirit of “once per attack” in the original intention of most of these passives. For example, Magic Missile would stack statuses on every individual missile with that implementation.
Right it's not the spirit, I guess I did not see the magic missile issue because the force damage applies a non stacking debuff in my mod (that can applies status depending on damage type)
Will test something this evening because I think I saw it working by applying a 0 duration technical status but with an EndTurn type so it persists through the end of the character turn but no longer.
Edit : For the record you are all right on all the line since nothing works for both AoE and the "magic missile case" ^^
Will this work well with Rebalance mods? This looks great XD Edit: Seen that it does, just didnt see it under the image in desciption lol. (walks away in shame)
24 comments
I also found a similar issue with Mourning Frost's Insidious Cold.
If you do it with an AOE, it only applies to ONE random target. This doesn't sit right with me.
It doesn't have a cooldown property, and I found that it's the IF(not SavingThrow(....)): that's making it apply only once per cast. It's like they don't allow multiple saving throws happening in the context of triggering a passive. This is weird.
Besides, this makes Insidious Cold and Mourning Frost unreasonably weak: It's already a constitution 12 throw most enemies would get away with it easily in later games, and the fact that it only applies to ONE RANDOM target makes it so hard to chill anyone.
Could you help me look into it please? thank you so much
Wanted to see if with your modding knowledge you can figure out a way to do something similar to the "Chilled" status as it does not seem to work with AOE spells? I have dug around and it seems like it does not want to roll saving throws on multiple targets.
hopefully you can do more mods like this on other things the other mods that i mentioned don't touch or forgot to do.
thanks a lot for your hard work, and keep going!!!
Among the other great changes, I'm using this mod to overwrite the 'once per turn' limit applied to Reverberation / Gloves of Belligerent Skies by Unofficial Bug Fixer. However, UBF also made the same change to Encrusted with Frost / Winter's Clutches, which ruins my a frost EK build I had being able to stack Encrusted with Frost in one turn.
Thanks again for the hard work - love your mods!
Just for info did you have considered some simpler method?
For exemple with the gloves :
Edit the passive this way : remove onceperturn then apply new technical status (duration 0 so removed at the end of the attack) and IF(not has status(placeholder) and radiant damage...): ApplyStatus(Reverberation) and ApplyStatus(technical)
So only the first damage applies the status every turn and the placeholder is cleared immediately.
I use this for many passives in my homebrew mod and it usually works nicely.
(Sorry writing on my phone)
Will test something this evening because I think I saw it working by applying a 0 duration technical status but with an EndTurn type so it persists through the end of the character turn but no longer.Edit : For the record you are all right on all the line since nothing works for both AoE and the "magic missile case" ^^
Edit: Seen that it does, just didnt see it under the image in desciption lol. (walks away in shame)