Explosive Arrow (Fuse Charges not applying)

When using Explosive Arrow on my ranger, I am noticing the mobs take damage as the arrow passes through them but the fuse charge isn't always applying.
In other words, I confirmed the mob is getting hit by Explosive Arrow but a fuse charge is not applied.
I am able to replicate this.
Explosive Arrow gem is lvl 13 and linked with a Additional Accuracy gem at lvl 14
upon testing the skill without any linked gems, I am again able to replicate.

Hint:
My thought is that my passive skill tree selection of "Piercing Shots" (aka piercing shots in general) is counteracting the fuse ability. I would consider this a bug as per the Explosive Arrow skill description, a fuse charge should be applied when the mob is struck.

Suggestion on possible fix:
Allow the arrow to pierce but apply the fuse charge to the first mob struck.
Or update text indicating that piercing shots will affect fuse charges...
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you are correct, your passive skill: piercing shots is the cause of this "problem".

However that being said, it's not a problem, when/if the arrow sticks to a target (i.e. a target it DID NOT pierce) the charge will be there.

if the arrow pierces: no charge will be left.

edit: that's how the skill is intended to work (atm)
Last edited by Josephoenix#2379 on Feb 11, 2013, 4:26:02 PM
Piercing(Chaining and Forking never did) doesn't apply fusecharges anymore.

That was a nerf after the LMP GMP Pierce build for Explosive Arrow.

Imo it should come back since the Explosions get the LMP/GMP malus now.
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Hilbert wrote:
Piercing(Chaining and Forking never did) doesn't apply fusecharges anymore.

That was a nerf after the LMP GMP Pierce build for Explosive Arrow.

Imo it should come back since the Explosions get the LMP/GMP malus now.
That change was not a nerf in response to a build, it was updating explosive arrow to work as originally intended - it's the actual arrow itself which is explosive, and thus explodes - so the explosion is on the target the arrow actually sticks in. It wouldn't make sense for it to also explode somewhere where the arrow clearly isn't
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Mark_GGG wrote:
That change was not a nerf in response to a build, it was updating explosive arrow to work as originally intended - it's the actual arrow itself which is explosive, and thus explodes - so the explosion is on the target the arrow actually sticks in. It wouldn't make sense for it to also explode somewhere where the arrow clearly isn't


I understand your reasoning. However, having a skill negate another without any way to change it other than removing all piercing abilities or not using Explosive Arrow doesn't sound reasonable. This takes me back to my original suggestion to have the fuse charge affect the first mob the arrow hits. (If you need a logical way to think of it, then simply make Explosive Arrows NOT pierce. It's illogical to expect a stick of dynamite stuck to an arrow to pierce mobs anyways.) :P
Currently Explosive Arrow is blowing up walls several meters behind the mobs as the arrows are usually piercing.
Just a suggestion...
Fantastic work on this game! This post isn't meant to be negative in any way...
Just felt I should point out my observations in an attempt to help/give back in some way.

Thanks much,
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Mark_GGG wrote:
That change was not a nerf in response to a build, it was updating explosive arrow to work as originally intended - it's the actual arrow itself which is explosive, and thus explodes - so the explosion is on the target the arrow actually sticks in. It wouldn't make sense for it to also explode somewhere where the arrow clearly isn't


If you use logic and argument then why are fuse charges limited to 5 and new hits only trigger the duration?

If I use 100g, 200g, 500g or 600g of an explosive the explosion gets bigger every time and doesn't stop at 500g.


Sure having 300 arrows stack at a target and destroy the entire map would be unbalanced but one reason explosive arrow is so poor when compared to elemental hit is the 1 second delay you can only extent and that you have to abort your attack after 5 fuses have been applied.

If you could keep attacking and apply new fuses and the old 5 fuses simply explode the skill would be far more popular.

Not to mention how hard it is too boost the (on screen unchanging) explosion damage compared to simple "Weapon Elemental Damage" on other Arrow skills for example.


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