Originally Posted by
Zaalaos
So after running inquisitive alchemist 18/artificer 2 (it was fun, not quite what i expected, but fun), I've decided to ETR into thrower.
Vile chemist is broken, I just didn't realize it while Inquisitive tree and t5 in there carried my previous life. Now that i'm forced to use T5 in chemist and actually depend on it for damage/survivability, bugs are glaring.
Sapping Ambition - never triggers, checked with throwing daggers, normal daggers, xbows, while holding runearm/orb/nothing in my off hand. 0 procs. I was 100% in orchidium all the time, and I've spent few minutes of constant beating on boss attempting to trigger it. Nothing. Not even 1 temporary SP.
Chemical Weapons - gives +1w after allocating enhancement points, same for attack speed bonus. If you unequip and then requip your weapon (or weapon swap for something more appropriate for type of enemy you fight, or use a scroll) you lose +1w and attack speed bonus until you reset your enhancements and realocate them again. If you unequip everything from your hand slots (by using "empty" weapon set) and then requip both slots at same time (again weapon set) you regain +1w and attack speed bonus. You can also equip your weapon 1st, and then offhand, but NEVER the other way around.
Deadly Poison line of enhancements - tier 1-3 give nothing, tier 4 gives +1 to damage. Tier 5 reliably gives crit threat range, doesn't give + dmg, or to-hit, it's same bug as with Chemical Weapons. Work around is to unequip everything from your hand slots, then reequip both slots at same time. It's not only "visual" bug, those enhancements actually stop working if you change JUST a weapon. So after every scroll use you need to unequip both items from hand slots. If you have nothing in your off hand you can freely swap weapons without worrying about this bug.
Changing zones DOES NOT correct your chemical weapons, you need to unequip both hand slots and then reequip them every single time.
If you change between weapon sets that share a component (lets say - same runearm), you lose everything from Deadly Poison line of enhancements and Chemical Weapons enhancement. Again, unequip everything then reequip.
I'm 100% sure it's not a visual bug, took +1 returning throwing dagger for a spin while doing everything to minimize my damage variation from other sources (no buffs, no archer stances, ED with no ranged power, no twists of fate, same enemy, no debuffs/buffs on target) If i did unequip/reequip trick i was hitting on non crits for 109-134. If I took out just a weapon and then reequipped it while keeping my off hand (runearm or orb) i was hitting for 99-123. That would more or less correlate to 1d4+5 of damage difference with 11 ranged weapon power.
Relogging makes you lose Deadly Poison and Chemical Weapons bonus to weapon dice, damage, to-hit and ranged attack speed as well. Remember to unequip/reequip your stuff every time you log in.
Contaminated strikes - actually works. Yay. And reliably might I add.
While we're at throwers - IPS is wonky with them. Trajectory of thrown weapons is just "off" and i tend to miss alot of enemies in conga line when kiting.
T5s in VKF turn each other off, and dispell alchemist poison imbues.
So... please fix it when you find some spare time after Corona blows away?