Bonestorm: Bugs and Unwanted interactions
Bonestorm is a strong skill, but currently has some bugs and possible unwanted interactions, the most important ones I could notice during my playtime (almost 200 hours) are as follows:
- Perhaps the most important one, is how the mana and life cost, (with bloodmage or bloodmagic), of bonestorm interact with cast speed, the cost is supposed to be linear depending on the number of seconds you are casting the spell, hence you could think that cast speed should be one of the best stats you can take, reducing the amount of mana and life it costs to fully charge bonestorm. However, stacking cast speed without any modifiers to mana cost of spells or skills, causes bonestorm to cost a ton more mana, I discovered mana cost of bonestorm is calculated based on projectiles generated, making cast speed detrimental at some point, in my case just pressing the skill without holding it costs more than the mana flask gives me back, over 680 mana and life, making the skill totally unplayable - Incorrect target selection when targeting minions with different "heights", when casting bonestorm with cursor selecting a short minion, like snakes, splinter throwing crabs, or small spiders, the spell misses, sometimes hitting enemies behind it such as skeletons and others that are taller. - Recommended support skills not working, this is the case of Heft support, causes no changes in tooltip damage, and no apparent ingame changes either. - Sunder the flesh increases the tooltip damage of bonestorm even tho the base crit is already 15% for the skill ? - Gore spike doesnt change tooltip damage for bonestorm, but I have been told this is just a visual bug - Pressing bonestorm to activate it, releasing and pressing again rapidly, enables you to channel bonestorm with no movement speed reduction Last edited by pebels58#3964 on Dec 21, 2024, 10:30:36 AM Last bumped on Jan 22, 2025, 3:33:30 PM
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I'll add another to this, the bonestorm debuff on projectile hit to proc extra damage from Attacks does not seem to be working correctly.
The skill is split into 3 parts - the Projectile that hits the enemy, the slightly weaker single explosion AoE that happens after each Projectile expires (whether it be a hit, or a miss onto terrain), and the "Projectile lodges in enemies hit" debuff proc when the enemy is hit by an Attack afterward. The intent is probably to have minion Attacks proc this debuff for extra damage, but while I see the debuff counter increment downward every hit, the damage does not seem to reflect what tooltip saying it's equal to the projectile itself. Either the debuff doesn't scale with player passives, it scales with minion damage (which I'm not specced for), or minion accuracy plays into effect or something. This is also based on the Recommended Gems for Minion Pact and Ricochet to get more stacks consistently I play on controller and it seems the skill is -supposed- to aim at the ground (poe2db says 'projectiles fire at ground [1]') so I would think people's targeting issues stem from not utilizing the Explosion part of the skill and trying to aim past a monster to try and get more projectile range |
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" I take no issue with the idea that the projectiles are meant to do damage by hitting the ground travelling downwards, as opposed to a linear projectile like arrows. My issue is the inconsistency. It will hit "some" monsters during its travel and not others. Either make it like Rain of Arrows so I'm hitting any monster in an area, or just make it like every other projectile in the game where its linear and can be hit/blocked by things in its path. Also, small and short mobs like small beetles at melee range cannot be hit with Bonestorm projectiles. There is a minimum travel distance Bonestorm has before hitting the ground and it's further than small/short mobs at melee range. Even if you aim bonestorm at your own feet small/short mobs won't be hit by them. |
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