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1) Is it part of the design to only get 5 health per mastery pt? Or is it a mistake? Even rushing my opposite mastery I still will not have 2000 health perhaps with both masteries maxed. I took 4 skill pts as health which netted me 100 health but I am concerned I won't have enough str/dex (although vampirism does give a lot of str/int/dex so I'm not sure I should be worried). It kind of makes sense that they would have high stats being undead.
2) Is the kanian vampire base skill meant to give additive piercing resist or as a % of existing pierce resist. Here is how it is working 20% piercing resist (kane) is giving a total of 0 for 0 existing resist 12 for 10 existing resist 24 for 20 and 48 for 40. |
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The pierce resist bonus is a % of your current pierce resist, not a flat bonus. So if you have +25% from the ablility and 20% pierce resist you will end up with a total pierce resist of 25% (20+(20*1/4) not 45%.
That is working as intended per the Masteries mod thread. |
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Another interesting thing I just discovered is that you can have Way of kane deactivated and still use the 2 passives and the active skill. I wonder if this is true of all the 'ways'. Interesting.
Edit: Yup I can use vibrancy, sickness, and hellmouth even though I have way of kane as my active 'way'. This means vampire takes the cake! Last edited by claudius : 04-06-2008 at 01:58 AM. |
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I saw the same behaviour in the sorcery mastery: you can use active skills related to some ways of that are off in that time.
I don't know if it is intended to work in this way or it is a bug; the passive skills related to a particular way of are clearly a bug. The more i play this mod, the more i like ![]() |
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No no it working as intended, PinkFrog says so. The way skills are designed to unlock powers for you to used and to boost them but are not required to use them, unless stated so in skill description.
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