#11061 Melfs Minute Meteors and Energy Blades APR
zenblack
Member Posts: 108
Melfs Minute Meteors continues to give 5 APR after all the meteors are thrown until game is saved. Same for Energy Blades (but APR 9).
Post edited by Gate70 on
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Thanks
Thanks
Edit and PS. Is there some kind of God Mode for chars past a certain level?
I love MMM, but 5 APR at level 8 is pretty crazy.
put this into Override folder
Here's a workaround to make them more like Fire Seeds; as a conjured inventory item. This way there's no timer on the effect, you can use them whenever you want until depleted and unequip them as well. These will stack with multiple castings though, so you'll have to use the honor system and not stockpile them!
Put these in your override folder:
Is there any way we could get an Energy Blades fix like the MMM fix Timebomb provided? Thanks!
Thanks
EDIT: To be honest, I can't reproduce the "issue" anymore. Perhaps, I simply was wrong.
Say you have a cursed bow from a mod or you could modify mana bow (BOW13) for testing, when it is removed by a Remove Curse the attached effects of the bow remain indefinitely.
I have recently discovered this major problem to the game. The bug doesn't only effect Melf's Minute Meteors, but all kinds of equipment that disapears such as arrows and darts. This means that not only does it make a mage overpowered with Melf's minute meteors and the like, but also make your warriors increasingly powerful handling e.g. a 2-handed sword after fireing some arrows since a bow usually has more APR than a normal sword.
Does anyone know when a new patch will be released? I simply cannot play the game whilst knowing this major downside to the game. Very disapointed indeed.
https://forums.beamdog.com/discussion/44774/melfs-minute-meteors-5-attacks-per-round-fix
I ll just copy-paste what I wrote:
I just tested the extension of that bug to bows as @MWO mentioned.
Here is how I just did it
Equipped Tuigan bow on a lvl 24 blackguard who's specialized in shortbow, with gauntlet of extraordinary specialization. That's 5APR.
I equipped one single arrow and used it on the first Umber hulk I could find.
My character automatically switched for Unholy Reaver which is the other weapon he has equipped, that's the normal behaviour when running out of ammo. He kept his 5 APR instead of getting back to 3.
I tested it with three types of arrow, namely +2, Dispelling and Detonation, worked the same way.
I then tried it with the other ranged weapons that modify APR, namely darts and throwing daggers, it behaved exactly as with the bows and arrows:
When running out of ammo you will keep the base APR of the ranged, and add any bonus (E.G. proficiencies) you have to this.
Reloading fixes this as well.
Regarding how it behaves with various ranged weapon, if you use, let's say a bow, run out of ammo and switch for a sling which has 1 base APR, you will have the normal sling APR.
If you do the same and switch for a melee/ranged weapon, i.e. a magical returning throwing axe/hammer, you will retain the APR from the bow
Note that it works as well with any melee weapon from a shapeshifting, if you dispel it with, for example a shocking grasp in a sequencer. Not too sure whether it is related however since this particular bug lasts since the first release of BG2 while I believe MMM/EB bugs are EE-only.