The Tempestuous Steel - Hits can't be evaded - Bug (?)
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Aren't most (maybe all?) weapon mods local unless they say otherwise? I remember a while back trying dual weilding the instant leech claw and the ghost reaver claw and instead of both mods applying all the time, only the mod on the claw that hit would apply.
You can't compare it to a shield because you aren't alternating between a weapon and a shield like dual weilding. Shield mods are always active. Guild Leader The Amazon Basin <BASIN> Play Nice and Show Some Class www.theamazonbasin.com Last edited by mark1030#3643 on Jul 14, 2017, 10:10:34 AM
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" " It is false that mods are local unless specifically stated otherwise. In fact, I find it usually to be the case that mods are global unless stated local (with the exceptions of x% increased physical damage , and "adds X-X damage") Many weapons have mods that are global without saying so, and the weapon we are talking about is a great example with its other mods: https://pathofexile.gamepedia.com/The_Tempestuous_Steel On the one hand, its weapon penetration mod says specifically that it is local. On the other hand, both of its physical damage added as mods seem to be global (I am 90% sure, but don't own the weapon so can't test for sure right now). Other weapons like Doryani's catalyst have increased fire/cold/elemental damage which are global, and not local despite not specifically saying they are global. Perhaps GGG did intend for mods to be local unless stated otherwise, but they are doing a bad job at that policy. Either way this weapon is bugged: It is either not having its evasion nullification applied globally, or the wording is incorrect on the item description, and should say "hits with this weapon can't be evaded". Last edited by Lord_Tao#3544 on Aug 24, 2017, 9:26:43 PM
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" Increased Elemental Damage can never be local - unmodified weapons exclusively deal Physical Damage. Cannot be local -> global mod. As for Tempestuous Steel's Elemental damage bonuses: if they were local, the Damage values would be listed on the item stat breakdown, as is always the case for local Elemental Damage modifiers. (why would it have this circuitous way of determining Elemental Damage anyways if it's local; that's what flat Ele modifiers are for) |
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" Well the point still stands: There is no reason to have a convoluted set of rules for whether a mod is implied to be local or implied to be global. It will take the devs less than a second to write the extra text when designing the item. |
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And that goes in the feedback forum, not here.
"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."
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