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  1. #1
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    Default a new bug that probably wont be fixed soon

    This is just a public service type deal, if you arent aware of this bug you might be costing yourself some spellpower, if you are aware you can regear as a workaround.

    When tbine changed the random loot spellpower implement bonus wasnt done right and so it was all over the place and possibly very high, for whatever reason to "fix" it they seem to have put max bonuses based on the lvl of the item rather address the math errors in scaling.

    Due to this, on random loot any spells or enhancement that add to weapon enhancement bonus that previously would add +3 each to implement spellpower bonus no longer do, luckily it still works on named items(or at least all of the named items ive tested).

    Examples of thes weapon enchantment bonuses for any that dont get what im saying are magic fang spell(very large potential spellpower boost for some), stalwart defenders shield expertise enhancement(+3), Enchant weapon spell(+1) and Harper enchantment enhancement(+1). These are just the ones ive tested, there are likely more, cant remember.

    So basically, make sure you use a named spellcasting implement(even a shield) if you use any of these and want the implement bonus to scale correctly, if you are a druid or druid multiclass it can cost you 30ish spellpower if you dont.
    Last edited by 01000010; 07-06-2016 at 02:43 PM.
    When someone ignorant or prejudiced gives their honest opinion that opinion is of no greater value.

  2. #2
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    Default

    Quote Originally Posted by 01000010 View Post
    This is just a public service type deal, if you arent aware of this bug you might be costing yourself some spellpower, if you are aware you can regear as a workaround.

    When tbine changed the random loot spellpower implement bonus wasnt done right and so it was all over the place and possibly very high, for whatever reason to "fix" it they put max bonuses based on the lvl of the item rather address the math errors in scaling.

    Due to this, on random loot any spells or enhancement that add to weapon enhancement bonus that previously would add +3 each to implement spellpower bonus no longer do, luckily it still works on named items(or at least all of the named items ive tested).

    Examples of thes weapon enchantment bonuses for any that dont get what im saying are magic fang spell(very large potential spellpower boost for some), stalwart defenders shield expertise enhancement(+3), Enchant weapon spell(+1) and Harper enchantment enhancement(+1). These are just the ones ive tested, there are likely more, cant remember.

    So basically, make sure you use a named spellcasting implement(even a shield) if you use any of these and want the implement bonus to scale correctly, if you are a druid or druid multiclass it can cost you 30ish spellpower if you dont.

    Hey, have you tried new lootgen stuff with a red augment slot? What spellpower does it get then?

  3. #3
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    Default good thinking

    Quote Originally Posted by ValariusK View Post
    Hey, have you tried new lootgen stuff with a red augment slot? What spellpower does it get then?
    I would assume it would still be governed by the spellpower/lvl max shortcut turbine seemingly coded, but i havent actually tried it, i will tonight tho.
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  4. #4
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    Default Interesting

    Assumption incorrect.

    If a hand held item has spellpower on it implement bonus is capped based on level req, however if it has an augment slot and you slot it with spellpower it is no longer affected by this bug, so a second workaround to using named equipment is to use a random weapons/shield with a red slot w/spellpower.

    Ofc if like me you found a 24 crit weapon combined with crazy high spellpower that doesnt have a red slot and are off handing a shield with fort and insightful prr with no red slot you are gonna have to replace something or lose a bunch of USP.
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  5. #5
    Bounty Hunter slarden's Avatar
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    Default

    I believe this is working as intended. The whole issue was that random loot had better implement bonuses than named items and it was higher than necessary.

    Random loot has been corrected and nobody from Turbine ever said named items were not working as intended.
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  6. #6
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    Default uh

    Quote Originally Posted by slarden View Post
    I believe this is working as intended. The whole issue was that random loot had better implement bonuses than named items and it was higher than necessary.

    Random loot has been corrected and nobody from Turbine ever said named items were not working as intended.
    So you think magic fang and other enchantment increasing spells and effects should not work on new random loot?
    When someone ignorant or prejudiced gives their honest opinion that opinion is of no greater value.

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