Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Stacking All Finishers on 1 Weapon
lancehavenbay
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
6 Attack Finishers on one weapon:
1. Go to the hero panel and select the weapon you want to customize.
2. For each finisher you want to equip, toggle "CONFIRM" on that specific weapon finisher.
3. Rotate each weapon into the hero panel to apply the finishers.
4. Finish by making sure the desired weapon is active in the hero panel.
5. These settings will remain even if your character dies or if you log out of the game.
This can result on being able to apply Chilled, Burn, Bleed, Wounded, Staggered, etc, etc all in one combo
1. Go to the hero panel and select the weapon you want to customize.
2. For each finisher you want to equip, toggle "CONFIRM" on that specific weapon finisher.
3. Rotate each weapon into the hero panel to apply the finishers.
4. Finish by making sure the desired weapon is active in the hero panel.
5. These settings will remain even if your character dies or if you log out of the game.
This can result on being able to apply Chilled, Burn, Bleed, Wounded, Staggered, etc, etc all in one combo
1
Comments
I was able to apply the burning finisher from spellbook while shooting a longbow and swinging a sword as a tank.
But it shouldn't be intended that the effects of unequipped weapons still apply.
* If you increase crit on ie.finishers on every possible weapon, then you're getting the +crit from all the weapons stacked.
* If you increase penetration on ie.finishers on every possible weapon, then you're getting this from all the weapons stacked.
* etc.
And this applies to all your builds, so you can make completely broken builds.
This is a serious bug which should be sorted.
Two nights ago I got 2.6k crit from fighter, while I had more than 35% mitigation, which probably means he stacked penetration.
No, the devs have already openly stated it's not intended. It's specific to the weapon that is being used at that moment.
The panel that shows info about your hero. ; )
The multi-choice options stack, like crit chance, crit damage, some of the T4 +dmg modifiers etc.
None of the other individual talents such as +dmg to weapon attacks, finishers etc stacked, they applied only to the active weapon.
Penetration seems to have its own bug with how its being calculated and applied across weapons; it works as intended for melee but reduces the damage for ranged
You're incorrect, they most certainly are bugged and stack
The individual talents which give like 1% boost to combo/weapon damage, 10% chance to proc, 3% Finisher Damage etc - these do not stack and only apply to the active weapon.
Ah okay, ypu, misread
When you choose perk for finisher on a weapon that is NOT in your hand, you get this perk applied to your character and it proks every time on the currently active weapon even after unequipping inactive weapon.
As a result I was able to stack 7 different finisher effects (see image).
To fix the issue I propose effects from skilling perks on INACTIVE weapon SHOULD NOT change character sheet. They should be applied to it only after weapon swap / equipping weapon as active.
If both weapons should apply finishers, then unequipping active/inactive weapon should result in recalculating finishers. For example if both weapons have bleed unequipping one of them should not result in loosing bleed finisher from the one that is left equipped
Only applies in negative way when you unskill 5% perk from NON-active weapon you loose penetration on your main weapon untill swap weapons