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  1. #1
    Community Member RedDragonScale's Avatar
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    Default Repair Enhancements Affect Deconstruction?

    I apologize if this has been asked and answered before but I cannot seem to find out whether the Artificer Repair enhancement lines (Repair Manipulation, Mighty Reconstruction, and Reconstructive Spellcasting) affect the "Inflict Damage" infusions or the "Deconstruction" infusion.

    Can anyone help me with this question?

    Thank you.

  2. #2
    Community Member RedDragonScale's Avatar
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    No one knows?

  3. #3
    Developer Eladrin's Avatar
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    They do indeed.

  4. #4
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    Sorry for the delay; I just checked it, and it seems like it's affected by force/untyped damage line rather than repair.

    I have Repair manipulation 7 and force manipulation 5 on my lvl 20 pue arti, sporting Superior potency 6, my deconstructs were hitting for 285 damage, while reconstructs healed for 300
    Last edited by Yan_PL; 09-08-2011 at 04:25 PM.
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  5. #5
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by Eladrin View Post
    They do indeed.
    Quote Originally Posted by Yan_PL View Post
    Sorry for the delay; I just checked it, and it seems like it's affected by force/untyped damage line rather than repair.

    I have Repair manipulation 7 and force manipulation 5 on my lvl 20 pue arti, sporting Superior potency 6, my deconstructs were hitting for 285 damage, while reconstructs healed for 300
    Can someone please reconcile these two seemingly contradictory statements?
    Last edited by RedDragonScale; 09-09-2011 at 10:17 AM.

  6. #6
    Community Member Hikup's Avatar
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    My guess, it's supposed to be the recon line but for *some* reason, was never tested properly and is actually, in fact effected by the force line.

  7. #7
    Community Member Calebro's Avatar
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    Quote Originally Posted by Hikup View Post
    My guess, it's supposed to be the recon line but for *some* reason, was never tested properly and is actually, in fact effected by the force line.
    My guess, it's working as intended and Eladrin misspoke or misread the question.
    Inflict wounds spells do not use the same energy as cure spells, so why should inflict damage spells use the same energy as repair spells?
    Creative magic vs. destructive magic. They certainly should not use the same enhancement lines.
    .

  8. #8
    Community Member Brennie's Avatar
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    Quote Originally Posted by Calebro View Post
    My guess, it's working as intended and Eladrin misspoke or misread the question.
    Inflict wounds spells do not use the same energy as cure spells, so why should inflict damage spells use the same energy as repair spells?
    Creative magic vs. destructive magic. They certainly should not use the same enhancement lines.

    Inflict spells
    use the same Enhancement line are Cure spells, on clerics and Favored Souls. Go figure.

    However, clerics and FvS have the "old" spell enhancement lines of dual-combined elements, just like Wiz's and Sorc's did prior to U9. Artificers have single-type lines, just like Wiz/Sorcs do now, so maybe it wouldn't be appropriate to mash Repair/Deconstruct lines together.

    ALTHOUGH, do Artificers really need *every* high end spell all under the same spell line (Prismatic Bolt, Bladebarrier, Tactical Detonation AND Deconstruct)? I honestly can't see a pure artificer who ever plans to sling a spell taking any enhancement line *other* than force (And maybe repair, but lets face it with 75% wand and scroll mastery, plus their bonuses to item usage, they might be better off using wands and scrolls for healing/repairing)

  9. #9
    Community Member Calebro's Avatar
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    Quote Originally Posted by Brennie View Post

    Inflict spells
    use the same Enhancement line are Cure spells, on clerics and Favored Souls. Go figure.

    However, clerics and FvS have the "old" spell enhancement lines of dual-combined elements, just like Wiz's and Sorc's did prior to U9. Artificers have single-type lines, just like Wiz/Sorcs do now, so maybe it wouldn't be appropriate to mash Repair/Deconstruct lines together.
    And that was exactly my point.
    Divines may use the same enhancement line for it, but that's only because they still have dual lines. It's a different type of energy.
    As a matter of fact, it's the exact opposite type of energy.
    As arcanes have individual lines, the repair line is not appropriate. The repair line is actually the least appropriate.
    .

  10. #10
    Founder Solmage's Avatar
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    Quote Originally Posted by RedDragonScale View Post
    Can someone please reconcile these two semingly contradictory statements?
    Quote Originally Posted by Hikup View Post
    My guess, it's supposed to be the recon line but for *some* reason, was never tested properly and is actually, in fact effected by the force line.
    Between player tested and officially released by the designer, trust player tested .. trust me.
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  11. #11
    Community Member Alanim's Avatar
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    By chance does deconstruct apply a de-buff that does -15% attack speed?(Reverse of reconstruct), if so that'd be pretty handy for the lord of blades. If not... well... get on it devs :P.

  12. #12
    Developer Eladrin's Avatar
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    I've looked into it - Deconstruct is currently incorrectly set to deal untyped damage instead of "rust" type (anti-repair) damage. All of the other Inflict Damage spells are typed as "rust" correctly.

    This is causing that spell to be affected by the force line of damage amplification effects instead of the repair line, and also causes the spell to do full damage to targets with Construct Essence instead of being tied to their Repair vulnerability.

  13. #13
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    Quote Originally Posted by Eladrin View Post
    I've looked into it - Deconstruct is currently incorrectly set to deal untyped damage instead of "rust" type (anti-repair) damage. All of the other Inflict Damage spells are typed as "rust" correctly.

    This is causing that spell to be affected by the force line of damage amplification effects instead of the repair line, and also causes the spell to do full damage to targets with Construct Essence instead of being tied to their Repair vulnerability.
    Just out of curiosity does this mean that Deconstruct is acting sort of like Disintegrate or does it still correctly apply only to the appropriate targets (ie constructs and those w/ construct essence feat)?

  14. #14
    Developer Eladrin's Avatar
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    Quote Originally Posted by Darkrok View Post
    Just out of curiosity does this mean that Deconstruct is acting sort of like Disintegrate or does it still correctly apply only to the appropriate targets (ie constructs and those w/ construct essence feat)?
    A little bit of both!

    It's sort of like Disintegrate in that it's untyped damage, but it can only be cast on creatures whose Repair/Rust vulnerability > 0. It just then proceeds to ignore that vulnerability.

  15. #15
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    Quote Originally Posted by Eladrin View Post
    A little bit of both!

    It's sort of like Disintegrate in that it's untyped damage, but it can only be cast on creatures whose Repair/Rust vulnerability > 0. It just then proceeds to ignore that vulnerability.
    Ahh, ok. Was starting to wonder if Deconstruct was going to be crazy powerful for a minute there.

  16. #16
    Community Member Brennie's Avatar
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    Quote Originally Posted by Eladrin View Post
    I've looked into it - Deconstruct is currently incorrectly set to deal untyped damage instead of "rust" type (anti-repair) damage. All of the other Inflict Damage spells are typed as "rust" correctly.

    This is causing that spell to be affected by the force line of damage amplification effects instead of the repair line, and also causes the spell to do full damage to targets with Construct Essence instead of being tied to their Repair vulnerability.

    I notice
    you don't mention whether this is being fixed...? I mean, I assume since it is "incorrectly typed" it will be, but sometimes these things take a couple updates.

    Do you think this will be corrected before U11 goes live?

  17. #17
    Developer Eladrin's Avatar
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    Quote Originally Posted by Brennie View Post
    Do you think this will be corrected before U11 goes live?
    It will not be fixed and verified by Monday.

  18. #18
    Community Member SteeleTrueheart's Avatar
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    Quote Originally Posted by Eladrin View Post
    It will not be fixed and verified by Monday.
    Do you think it would be completed in U11.1 or U12?

    And what date was U12 being released again?








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  19. #19
    Community Member RedDragonScale's Avatar
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    Quote Originally Posted by Eladrin View Post
    They do indeed.
    Quote Originally Posted by Eladrin View Post
    I've looked into it - Deconstruct is currently incorrectly set to deal untyped damage instead of "rust" type (anti-repair) damage. All of the other Inflict Damage spells are typed as "rust" correctly.

    This is causing that spell to be affected by the force line of damage amplification effects instead of the repair line, and also causes the spell to do full damage to targets with Construct Essence instead of being tied to their Repair vulnerability.
    Quote Originally Posted by Eladrin View Post
    A little bit of both!

    It's sort of like Disintegrate in that it's untyped damage, but it can only be cast on creatures whose Repair/Rust vulnerability > 0. It just then proceeds to ignore that vulnerability.
    Quote Originally Posted by Eladrin View Post
    It will not be fixed and verified by Monday.
    Thanks Eladrin for taking the time out of your busy schedule to post in my thread 4 times!

    I'm glad to hear you've gotten this strange situation figured out. I hope you can make this change in time for 11.1 or possibly even by the first hotfix!
    Last edited by RedDragonScale; 09-10-2011 at 11:07 AM.

  20. #20
    Community Member Anonymous99's Avatar
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    Quote Originally Posted by Eladrin View Post
    I've looked into it - Deconstruct is currently incorrectly set to deal untyped damage instead of "rust" type (anti-repair) damage. All of the other Inflict Damage spells are typed as "rust" correctly.

    This is causing that spell to be affected by the force line of damage amplification effects instead of the repair line, and also causes the spell to do full damage to targets with Construct Essence instead of being tied to their Repair vulnerability.
    Thanks! Totally made Construct Essence sound better on my human

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