what makes a skill a celestial power, the template ?
I assume this issue only exists if the skill itself refers to the celestial power directly in its definition, not when you attach one to the skill and it gets triggered that way. Is that correct ?
Still not sure what you think makes a skill a celestial power⌠the fact that it is triggered by an autoCastSkill entry ?
In general this sounds somewhat like a GD issue more than a mod issue as many item skills use that approach and do not seem to have an issue - or need fixing as wellâŚ
Hi guys.
So Spiritâs skills, âspirit wardâ, gives +% health to me+pets when Iâm on low health.
So, a question.
Does it increase my⌠Max hp? or does it just give me â+% health restoredâ like most Curcuit breakers do?
And if itâs Max-HP, whatâs the point of having + to max HP for 5 seconds?
Thanks!
If I have less than 66% HP - how does it help that my max hp is 4% bigger? I need more hp now, not when Iâm⌠at full health. Thatâs why I donât get this skill.
As I understand it you get a temporary hp boost for the duration of the ability, which can help you survive until for example your potion cooldown is ready again.
I think itâs because there are some base dual wield skills implemented for all characters (you can see them if you open one of your characters with Defiler and check the skills tab).
Thatâs sharp!
Zenith has universal skills. Amongst other things, lets you dual melee+ranged.
But⌠why? is this intentional? Doesnât it make masteries which enable that kinda redundant?
I get what youâre sayinâ.
Itâs just that now new builds are open, those who can wield 2 uniques dual-wielded, which maybe werenât intended to be possible if youâre not using the specific unquisitor\nightblade masteries. That maybe damages the balance.
Moreover, lets all other masteries enjoy the damage-amplifying ability of dual-wielding.
Iâm not saying itâs a broken feature - just thinking if it was done with haste because itâs âcoolâ, or it was a thorough desicion of âit just doesnât make sense to not let people use dual wielding. They can⌠they just wonât benefit from it as much as others do. the âclumsyâ way. Such as other RPGâs like skyrimâ
Iâm not sure what Cenoâs reasoning is, but Iâd imagine itâs something like this. How hard is it to hold two swords and attack an enemy with them, one at a time? Not very. As you said, you will wield them clumsily, but you can wield them. It really doesnât provide a monstrous benefit, itâs for fun, play the dual wielding melee arcanist/occultist you always wanted to.
Just enjoy it, itâs not breaking the game whatsoever.
@Grimer Do you plan to change the D3 skills that have innate autocast skills to fix this issue ?
If yes I can make a fix for the barbarian.
I am not playing MP so I canât really test this but it seems a huge bug in MP.
Tried both using grim internals and not using internals⌠still no display, made sure to put the Grimarillio_Full Folder into mods folderâŚ
Edit: Okay fixed it by renaming Grimarillion_Full into Grimarillion , for some reason I didnt think the _Full would make a difference⌠Would you be able to remove Full From future uploads to prevent the issue in the futureâŚ
Maybe, maybe not. Lots of work goes into making the mod and packing it for every update, chances are something gets forgotten.
If you follow the instruction listed in the OP, you should never have a problem. The folder must always be named Grimarillion. Whether or not it is changed on my uploaded version doesnât matter, I change the name to differentiate between different sources when I upload since I do have a few to sort through sometimes. (full version vs update versions)