Impossible item crafting with beastiary



As a player, I expect to be able to block certain mod groups using crafting bench modifiers. When adding a mod to an influenced item, mods can be added to the item which shouldn't normally be possible to add.

1. Get a crusader belt with two open prefixes
2. Craft "+to armor/+to energy shield"
3. Use the bestiary craft called "add a mod to a crusader item"
4. It is possible to roll "+to maximum energy shield"
5. Remove the crafted modifier
6. It is no longer possible to add the crafted modifier due to the item having a similar modifier

This means it's possible to have two mods on an item that shouldn't be able to coexist.

Expected result:

In step 4, it should not be possible to roll "+to maximum energy shield"

Last edited by Vedgy#0068 on May 24, 2022, 10:27:55 PM
Last bumped on May 25, 2022, 10:19:11 AM
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"+to armor/+to energy shield" and "+to maximum energy shield" are different mods from different mod groups
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seaman wrote:
"+to armor/+to energy shield" and "+to maximum energy shield" are different mods from different mod groups


since a couple league ago all the flat defense mods on belts blocked the other mods that shared a flat def stat.

so armour/es craft should block flat ES.
As I remember it was a bug
"
seaman wrote:
"+to armor/+to energy shield" and "+to maximum energy shield" are different mods from different mod groups


The hybrid mod (armor/es) is blocked by flat ES. If you consider the item I linked in the original post, removing the craft makes it impossible to re-add. Either it should be blocked when adding a mod via beastcrafting, or adding the craft should be allowed when the mod is already on the item. Either the mods can coexist or they cannot.

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