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  1. #81
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    Quote Originally Posted by Abilbo View Post
    More craziness for throwers. I have a multiclass alchemist, using throwing daggers. When I use an electric imbue from EK, all of my attacks have an electric proc from the imbue die. When I swtich to the poisoned coating from the VC tre, 1 of every 5-7 attacks actually registers a poison proc. It should be every hit. Not sure why its not.
    Confirmed that this issue is with throwing daggers, as I switched to a DXbow, and every attack gets the poison imbue.

  2. #82
    Community Member Stravix's Avatar
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    Quote Originally Posted by FatBudScream View Post
    As far as I could I tried to read every comment, but I failed after a wide headache due to excessive complaining from the thread, I still look for simple answers, maybe I skipped them because too many replies before, but here is my question :

    WHERE will I see every information about imbue choice ? I agree I'll choose one by a key toggle, but how about description, update in detailed recap of the character secondary stats ?
    Is there a menu showing every possible imbue choice my build gives right now - so no possible confusion ? with a list of non-available or existing amongst all ?
    Is this some new type of option 'IMBUE & DICE' ? in the main character screen ? in the detailed section ( + key)?
    Will it give the specific number of actual imbue dice + others due to enhancements (feat, ED, filis ,whatever).. access to the calucation ?
    What about the elements, will any recap show me what specific type of Imbue I selected ?
    Will it be constantly refreshed at every change or need the character to check again in dungeon ?

    Moreover, this imbue seems to follow the generic rules of proc, will it get any chance to appear in a different way on the overhead damage on target ? Possible display in separate way ? Color change due to elemental source chosen (or non-elemental) ? Option to show it or not in the overhead display in game pannel ? Total damage calculation or split damage?
    And what about the combat log? It is already difficult to navigate inside and find back your numbers information, will it beneficiate from new line of dispay in the log we can activate or not ? Any new line of damage added to the others (XXX get hit by XdX type damage - like)?

    Is there a way to see a fast recap by just looking at my weapon ? Will this disappear when I unequip ?
    Is this new Imbue just a standard rework with nothing on the UI to help being sure or just easily remembering your choice? like simple colored key toggle activation ?
    Does this Imbue toggle has specific overhead character animation so we can rely on it during and outside fight encounter ? (pretty much like swapping Archer focus or social skills ?)

    I'd love to hear if this will lead to any UI and or active display addition.

    (my aplogies for the baby english, tried my best to translate my expectations and worries)
    As far as UI goes, I believe that imbue dice will be listed in the "+" section of the character sheet, but I do not believe that there will be special breakout consideration for above-head damage.

    (Also, don't fret on the English, I've met plenty of people who had English as a first language and were unable to communicate that well. A little bit of extra formatting would be nice, but beyond that it's all right)

  3. #83
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    Default Improve underplayed outdated Trees with Imbue changes ?

    I have posted suggestions to improve outdated underperforming trees like melee Ninja and Harper in these Threads.
    The Imbuechanges seemed to be a good opportunity to do this with a low amount of effort and create more buildvariety in this way.

    I would very much like a short feedback of you Lynn, if this goes beyond the scope of the imbue changes or might be a valuable piece of suggestion at this place.

    Thank you very much for your dedication and great work
    Im looking forward for a short reply maybe

  4. #84
    Community Member Arkai's Avatar
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    Hello! Got a question about rune arms! Are they still getting a small unique imbue to our melee/ranged weapons or just add imbue dices to our existent procs? Thanks!

  5. #85
    Community Member FatBudScream's Avatar
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    Default ty for answer

    Quote Originally Posted by Stravix View Post
    As far as UI goes, I believe that imbue dice will be listed in the "+" section of the character sheet, but I do not believe that there will be special breakout consideration for above-head damage.

    (Also, don't fret on the English, I've met plenty of people who had English as a first language and were unable to communicate that well. A little bit of extra formatting would be nice, but beyond that it's all right)
    Thx Stravix, will try to work on both.

    So after, all, just a standard bonus shown on weapon built-in window and a fast recap on the ' + ' full list of secondary ? Seems like the minimum service required for a rework..
    I'll keep hope for at least something to see over character head on toggle or combat log easy reading.

    Else it might just become common change and mundane bonus changes, not deserving all that fuss at all.
    Last edited by FatBudScream; 10-26-2022 at 09:59 AM.
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  6. #86
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    Quote Originally Posted by Arkai View Post
    Hello! Got a question about rune arms! Are they still getting a small unique imbue to our melee/ranged weapons or just add imbue dices to our existent procs? Thanks!
    The imbues on runearms are still there and still work alongside the imbue toggles.

  7. #87
    Community Member Epicsoul's Avatar
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    Default +1 Imbue Guild Buff

    Adding a +1 Imbue Dice to an existing guild buff would be a good idea. Perhaps the Tactical Training Room or Grandmaster's Dojo.
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  8. #88
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    Quote Originally Posted by FatBudScream View Post
    WHERE will I see every information about imbue choice ? I agree I'll choose one by a key toggle, but how about description, update in detailed recap of the character secondary stats ?
    Is there a menu showing every possible imbue choice my build gives right now - so no possible confusion ? with a list of non-available or existing amongst all ?
    Is this some new type of option 'IMBUE & DICE' ? in the main character screen ? in the detailed section ( + key)?
    Will it give the specific number of actual imbue dice + others due to enhancements (feat, ED, filis ,whatever).. access to the calucation ?
    What about the elements, will any recap show me what specific type of Imbue I selected ?


    Is there a way to see a fast recap by just looking at my weapon ? Will this disappear when I unequip ?
    Is this new Imbue just a standard rework with nothing on the UI to help being sure or just easily remembering your choice? like simple colored key toggle activation ?

    I'd love to hear if this will lead to any UI and or active display addition.

    (my aplogies for the baby english, tried my best to translate my expectations and worries)
    This is actually a really good point. I hope this isn't going to be another complicated system where we have to try and guess from digging through combat logs how much we are benefitting from it. Somewhere in the UI it needs to show us how many, what type, and what element of dice we currently have running.

  9. #89
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    Quote Originally Posted by yfernbottom View Post
    This is actually a really good point. I hope this isn't going to be another complicated system where we have to try and guess from digging through combat logs how much we are benefitting from it. Somewhere in the UI it needs to show us how many, what type, and what element of dice we currently have running.
    Great news, as per the first post in this thread:

    Quote Originally Posted by Lynnabel View Post
    You can check your bonus Imbue Dice on the character sheet's Details+ Tab.
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  10. #90
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    Quote Originally Posted by thomascoolone64 View Post
    Or is that just locked to S.F's Sacred flame imbue?
    The spell gives bonus imbue dice, so you can use them with any imbue.

    Quote Originally Posted by SpardaX View Post
    I asked before in the preview of Sacred Fist, and I'll ask again here since it seems like it's just becoming more and more required.

    Can we please remove the -1 Ki on hit of Lighting the Candle? In a world where multiple other classes get toggles that are as strong as, or in many cases, stronger than, lighting the candle (Especially now that it only does 1d6 fire regardless of weapon type (with the 1d6 force on crit), do we still really need the -1 Ki? Lower the +2 Ki on Quarterstaff hit in Henshin Core 3 to only +1 if you have to in compensation, but having a toggle that functionally makes anyone not using a quarterstaff almost entirely unable to even build ki, seems not good.

    Or, since I'm about 95% sure Lyn will read this, can I just ask why you feel it should stay?

    It's really disappointing and confusing to me making a Monk / SF, seeing the SF toggle do x3 or x4 the Lighting the Candle toggle, and still the game thinks the Lighting the Candle toggle is the one that deserves the penalty.
    This toggle gives -1 Ki on hit because that's what it did before AND because its got an additional force component on crit that other imbues do not.

    Quote Originally Posted by grudgebear View Post
    Swash had an useful proc on crits with 6d6 sonic damage, it even procced when your fort bypass failed on the enemy.

    Why there is no room given for Swashbuckler to grow it's proc in that tree? Warchanter got it. Others too.

    Also does this toggle still require Swashbuckling stance?
    The Swashbuckler imbue does not require you to be Swashbuckling.
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  11. #91
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    Quote Originally Posted by drewollice View Post
    "(Warchanter) Each core beyond the first grants +1 Dice"

    it looks like they all do with exception of lvl 12 core for warchanter.

    confirmed its not merely a text issue. per the general combat in (+) on character sheet, the core indeed isnot granting the imbue die.
    Great catch, thank you.

    Quote Originally Posted by jackatthekilns View Post
    I am testing an AA/Inquis build and I have noticed that the Corrosive Arrows imbue has +1 bonus die in its tooltip. I also took elemental damage (+2 bonus dice) with Law on Your Side active (and no other bonus dice from Inquis) My character sheet is listing 2 bonus dice. My understanding was the Imbues themselves did not grant bonus dice (LOYS does not) I just want to make sure the tooltip matches the in game reality. So I don't know if the tooltip needs to be changed or the number of bonus dice. I confirmed that Elemental Damage was granting the 2 bonus dice as described in its tooltip, so Corrosive Arrows (and presumably Elemental Dice in general) is the problem.
    Arcane Archer actually is meant to grant +1 bonus imbue dice if you take a second elemental toggle - before it would grant +1 Arcane Archer Dice, so that's been changed to +1 imbue dice with this overhaul.

    I have just stepped into client and tried to reproduce the bug you are speaking of but I'm able to properly get +1 bonus dice from the AA toggles beyond the first in both the Elf and ranger AA tree. I'd love more details if you're still experiencing this issue.
    Last edited by Lynnabel; 10-26-2022 at 10:59 AM.
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  12. #92
    Community Member grudgebear's Avatar
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    Quote Originally Posted by Lynnabel View Post
    The Swashbuckler imbue does not require you to be Swashbuckling.
    This is good news. Some new splash builds opens up, with 3 bard levels. Also warchanter might benefit from it.


    Still wondering why Swashbuckler itself cannot buff it's toggles damage. (Except the runearm part.)

  13. #93
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    Quote Originally Posted by Lynnabel View Post
    The spell gives bonus imbue dice, so you can use them with any imbue.

    This toggle gives -1 Ki on hit because that's what it did before AND because its got an additional force component on crit that other imbues do not.
    With Lighting the candle scaling at 1x Melee Power (or so it seems) It really doesn't feel punchy. Yea, it has the force, but that means on crit you would have near the same effect as SF with it's 2x scaling. Except sacred fist has many more dice it can get. All considered, the HeM imbue is really unsatisfying. 1x scaling with MP just hurts. SF gets spells to add force on crit in addition to many more dice and 2x scaling. They don't need to be the same by any stretch, but having played around with it, I just don't see myself using Lighting the Candle... ever. And I say that as someone with monk in all my favorite builds.

  14. #94
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    Did you complete the changes to Elemental Weapons/Greater Elemental? If so, I hate it. Not every class will have an imbue, and for the the ones that don't, the Artificer class just got robbed of it's one contribution to the group.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  15. #95
    Community Member FatBudScream's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Great news, as per the first post in this thread:
    Excellent, so whenever I apply my imbue with toggle, I can just simply refresh the character detailed sheet and see it change ?
    It would just be the number of Imbue dices ? Not the element, which would appear on weapon?

    At least I can figure out where to find the base I applied.

    Now, what about the combat log ? Any changes or additional line of damage we could spot/read to be sure it is coming from the applied imbue damage and check its results?

    Looking forward to learn about it, thx !
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  16. #96
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    Quote Originally Posted by Lynnabel View Post
    Great news, as per the first post in this thread:
    Missed that point, thanks for clarifying :-)

  17. #97
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    Quote Originally Posted by FatBudScream View Post
    Excellent, so whenever I apply my imbue with toggle, I can just simply refresh the character detailed sheet and see it change ?
    It would just be the number of Imbue dices ? Not the element, which would appear on weapon?

    At least I can figure out where to find the base I applied.

    Now, what about the combat log ? Any changes or additional line of damage we could spot/read to be sure it is coming from the applied imbue damage and check its results?

    Looking forward to learn about it, thx !
    All of the damage should appear on the combat log, yes. And there's no need to refresh the character sheet, the value should change before your very eyes.

    So, in short:

    To figure out which imbue you are using: check to see which toggle is on
    To figure out how many bonus dice you have: check the character sheet Details+ tab
    To see it deal damage: deal damage! You'll see the damage in the floaty text and in the combat log.
    100% radical, enthusiasm enthusiast.

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  18. #98
    Community Member Stravix's Avatar
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    @Lynn

    Any chance we could receive a list of which sets will be updated to include that artifact bonus to imbue die? Just wanna know if this will be a common thing, or something that appears infrequently.

    EDIT: NVM saw OP has them now. Is that all of them? That seems very restrictive.

  19. #99
    Community Member FatBudScream's Avatar
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    Default nice infos

    Quote Originally Posted by Lynnabel View Post
    All of the damage should appear on the combat log, yes. And there's no need to refresh the character sheet, the value should change before your very eyes.

    So, in short:

    To figure out which imbue you are using: check to see which toggle is on
    To figure out how many bonus dice you have: check the character sheet Details+ tab
    To see it deal damage: deal damage! You'll see the damage in the floaty text and in the combat log.

    Alright, I'll check it to be sure I won't miss the info and learn the proc(ess).
    This will help decide if the chosen Imbue is efficient on the target or not, and be sure to learn where to change it fast in case I need, or build another way.

    It might not be an awesome source of damage addition (at start), but the possibility to activate / de-activate / switch during dungeon is good to know, so the player can decide and adjust without rebuilding it or getting out of the place - a very crucial option, because it helps being sure of its choice and how to test it, to master the possibility of uses.
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  20. #100
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    Quote Originally Posted by Lynnabel View Post
    The Swashbuckler imbue does not require you to be Swashbuckling.
    No.

    Text says something else.



    And effect does not work.


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