pete_smith1229 Posted August 23, 2023 Share Posted August 23, 2023 (edited) I'm testing opcodes "Attack damage bonus (73)" and "Melee weapon damage bonus (285)" for a weapon and want to add an effect which increases the attack damage of a melee weapon by 30%. I thought the "Modifier type" parameter would work for this as it works perfectly for movement rates, current HP etc. But whatever percentage value I use for the mentioned opcodes, there is no increase. It works fine using values for increments or setting a fixed value but setting a ridiculous value like 1000 has no effect. Is this broken? The weapon's effect contains the following properties. Target Self Power 0 Value 130 Modifier type Set % of Timing mode Instant/While equipped Dispel/Resistance Natural/Nonmagical Duration 0 Probability 1 100 Probability 2 0 Edited August 23, 2023 by pete_smith1229 Quote Link to comment
testlum Posted August 23, 2023 Share Posted August 23, 2023 Recently discussed here. Quote Link to comment
polytope Posted August 24, 2023 Share Posted August 24, 2023 The problem is threefold. Your character, unless a swashbuckler or kensai most likely doesn't have a damage bonus that could be multiplied, i.e. 130% of zero is zero. Effect order application means an equipping percentile effect on a weapon wouldn't work with timed damage bonuses (such as berserk or other buffs) As kjeron said, the percentage multiplier doesn't work properly for this opcode anyway. Quote Link to comment
pete_smith1229 Posted August 24, 2023 Author Share Posted August 24, 2023 @testlum@polytope Thanks both, using opcode 332 works fine for my case. Quote Link to comment
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