Ward supplemental damage

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Klapaucius
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Joined: Wed Nov 24, 2021 10:36 am

Ward supplemental damage

Post by Klapaucius »

I was using holy radiance+ineffable burning to tap a ward a couple of times, and found myself not receiving the supplemental damage from either source (should be +7 total I believe). Also got a fun bonus related mystery message:
- You lose 1 Magic Point due to your . (2022-03-22 08:30:54).
- You attack the ward with your Ball of Lightning, dealing 14 points of electric damage. The impact is absorbed with a resounding thud and the ward seems to ripple a bit. (2022-03-22 08:30:54).
- You channel the power of faith and begin to glow with a righteous fury. Your weapons will deal additional Holy Damage while the Holy Radiance wells within you. (2022-03-22 08:30:51).
Should have been 14+7=21. I confirmed that the ward only actually took 14 damage.

As a side note, it would be really nice to have some clarification on how the skills work, whether they are supposed to cost mp on attack or not, and how much. The wiki pages don't mention any mp on attack, but I have the impression that it is per design and maybe the wiki is wrong! Thanks :)
Klapaucius
Posts: 262
Joined: Wed Nov 24, 2021 10:36 am

Re: Ward supplemental damage

Post by Klapaucius »

Further to the issue above, I found a similar issue trying to use mage gauntlets + stonefury on a ward. Just dealt basic mage gauntlet damage.
Klapaucius
Posts: 262
Joined: Wed Nov 24, 2021 10:36 am

Re: Ward supplemental damage

Post by Klapaucius »

I have heard reports that this issue also applies to NC flaming shafts.

I would guess there's a high likelihood it applies other supplemental damage sources which take MP to work, like NC dragon chain and grim mien.

I've realised this is really two separate issues, since aura spells don't add supplemental damage per se, and you can theoretically get both the aura bonus and supplemental damage if you play your cards right. So - I'll make a new thread for the touch spell/spell aura problem.
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pyroshroom
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Re: Ward supplemental damage

Post by pyroshroom »

Yes, I think my NC's dragon rage has not been doing the supplemental damage to wards, even if it had enough MP for that to trigger
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SharkyNebula
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Re: Ward supplemental damage

Post by SharkyNebula »

Klapaucius wrote: Tue Mar 22, 2022 9:41 am
As a side note, it would be really nice to have some clarification on how the skills work, whether they are supposed to cost mp on attack or not, and how much. The wiki pages don't mention any mp on attack, but I have the impression that it is per design and maybe the wiki is wrong! Thanks :)
I mean, it costing mp per attack would make it a strictly worse bolster attack (bolster costs 1ap, 10mp for 10 attacks vs holy radiance's 1ap, 5mp for a 1mp per swing). Holy Radiance would only ever save you ap if you did more than 10 attacks, you'd never get a mp saving. (nayru has said on discord it's supposed to be a more efficient bolster attack) That's not even mentioning the 1-minute time-based upkeep cost. Oh, and it does less damage too.

in a world where people are getting innate armor, +25hp, +5% strength and 2HP regen for 0 cp, HC getting a 0cp skill that's worth less than 20cp would be risible.
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pyroshroom
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Re: Ward supplemental damage

Post by pyroshroom »

Here is a screenshot showing that I am not doing any supplemental damage against a ward, even though my NC has Dragon Sight active and enough MP to add the supplemental damage too.
Capture_2022-04-26_18-17-12-483.png
Capture_2022-04-26_18-17-12-483.png (42.32 KiB) Viewed 8694 times
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Kandarin
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Re: Ward supplemental damage

Post by Kandarin »

I couldn't reproduce these issues in testing.
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