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Whirlwind attack bugged with +1 APR weapons


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#1
The Cow King

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I just noticed this while toying against Illasera with different builds.

If you're wielding any weapon that gives you +1 APR (like Belm, Kundane or Scarlet Ninja-to), Whirlwind & Greater Whirlwind don't give you ANY extra attacks, rendering them completely useless. It doesn't matter if you're dual-wielding or not, or if the weapon is in your main hand or not. In fact, if you're single wielding a +1 APR weapon, using Whirlwind actually reduces your APR.

This is with G3 fixpack installed. I'm just surprised this isn't mentioned in the unfixable issues section (I imagine it's some kind of hard-coded unfixable bug).

It's not really an issue for most builds, but for someone like a Swashbuckler, it's pretty damn annoying, seeing they either have to sacrifice the extra attack (two with improved haste) when they're not whirlwinding, or having to inventory micromanage every time they want to use WW.

Modifié par The Cow King, 11 novembre 2011 - 11:17 .


#2
Spjuv3rn

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I'm guessing this is because the bonus apr literally makes you go to eleven thus wraping it around and awarding you with 1 apr instead.

#3
polytope

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It works as follows: Whirlwind sets your attacks per round to 5, then doubles it via a variant haste effect.

However belm/kundane give 1 extra attack per round, bringing it to 6.

The game reads 6 apr as 0.5 apr, this is true for any value of apr above 5, they're all read as fractions (i.e. 7 apr = 1.5 apr, 8 apr =2.5 etc).

I believe Taimon fixed this, G3 is down again, but anyone who wants to fix this can download it here.

#4
The Cow King

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polytope wrote...
I believe Taimon fixed this, G3 is down again, but anyone who wants to fix this can download it here.


Taimon's ToB hacks fixed it, but I noticed it's also fixed by default with ToBEx, which is more up-to-date and supported engine modification mod.

This bug is also fixed if you're using SCSII v19, as it installs and uses ToBEx.

Modifié par The Cow King, 13 novembre 2011 - 10:50 .