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gatperdut

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Posts posted by gatperdut

  1. Common sense would agree with you, but I think SI Abjuration protects you mainly from Dispel/Remove Magic and stuff like Imprisonment. Breach is a Magic Attack which shouldn't be affected by it.

    Incidentally, Spell Thrust would be enough to dispel it (because it's a level 5 spell).

  2. As the title says, I was running some tests on both Lavok and my own characters, and they cannot be breached until SI: Abjuration is removed. Whether it's cast from memory or a scroll is irrelevant. 

    Now, I *think* that is a bug. I'd swear that was never the case before, and the readme doesn't seem to mention anything about it.

     

  3. It was tricky, but yes: DWRNSCR4.

    If I pick it up the item disappears from the quick-loot bar and takes up a slot in the inventory, but the hover tooltip displays the default "Personal Item" as if it was empty (this was tested with a single free inventory slot).

    Something else I noticed is that, when picking a valid item with a full inventory which includes an invalid item, the click on the quick-loot drops the invalid item without picking up the valid one. After that, the quick-loot behaves normally. But I guess this is an engine quirk. 

    When I find more invalid items I'll try to make a list of the filenames, since I'm not sure  DWRNSCR4 is the only one. 

     

     

  4. I occasionally find these invalid items, mostly on drops, though I believe I have occasionally found them in containers.

    In the particular case of the attached screenshot, given that it's one of Lehtinan's guards, they would usually have had something valueable in that spot, like a piece of jewellery or perhaps some gold.

    My weidu.log is also attached, because I'm not certain that this is an SCS issue.

    missing_icon.png

    WeiDU.log

  5. I understood your meaning but I'm afraid I went on a bit of a tangent 🙂

    It's interesting and satisfying to know how it works in detail, thank you for going through the tests. Admittedly, though, I believe I might have burned through the Deflection charges just a few times, specially at low levels when Spell Thrust is not available (Nimbul comes to mind) and definitely never through the Turning charges.

    I think in a few days I'll put in practice that "trick" I mentioned above and see if it's worth the trouble. In the end it's just a 50% chance of a free round which doesn't sound too impressive the more I think about it. 

    And maybe also play a bit with Turning on both casters and report what I find if only for completeness' sake, but I recall the wiki mentioning it'd just end up affecting whoever ran out of charges first. Though, off the top of my head, if going with ST againt someone with only MST, I can imagine it'd be a way to spare a Spell Thrust by expending a single Magic Missile or Chromatic Orb. Heh, if that actually works it'd be nasty from SCS' side to do that, if only for the "gotcha". 

  6. Please excuse me if I'm going too much into the details, but I'm trying to use these tests to get a good grasp of the system. I'd love a rebuttal of my reasoning against:

    Quote

    Stacking multiple layers of deflection and turning effects doesn't get you any more protection than the strongest one alone.

    I'd argue that's not completely true for the purposes of Breach. Say that a mage has the following up, ordered by level:

    * Minor Spell Deflection (Lv 3)

    * Globe of Invulnerability (Lv 6)

    * Spell Turning (Lv 7)

    The mage cannot be Breached until all of them except Globe of Invulnerability are gone. Spell Thrust (which would get rid of Minor Spell Deflection) is not an option while Globe of Invulnerability is up, so in this case you are forced you to follow a certain order because Secret Word always works from highest levels to lowest:

    (1) Secret Word against Spell Turning,

    (2) Secret Word against Globe of Invulnerability, and

    (3) Spell Thrust against Minor Spell Deflection.

    (4) Finally, Breach.

    However, if you add Spell Deflection (Lv 6) into the mix, there's a 50% chance step 2's Secret Word will dispel it instead of the of Globe of Invulnerability, forcing you to repeat the step, and buying an extra round for the caster (because for protections of equal level, which one gets dispelled is determined randomly). Would that be correct?

  7. Discussing a bit with someone on SCS v30, similar behavior happened, in that higher-level protections don't protect lower-level ones.

    For example, Spell Turning doesn't prevent Spell Thrust from taking down MGoI. Adding Spell Trap on top doesn't make any difference, either. 

    The exception seems to be Spell Shield, which is always the first/outermost layer. 

    This raises the question of whether there is an order in which protections are supposed to be dispelled, like peeling an onion, or if they can be taken down in any order.

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