Melf's Minute Meteors 5 attacks per round - fix?
MWO
Member Posts: 214
Hey!
I just noticed that I recieve 5 attacks per round using Melf's minute meteors... So long so good. However, when the missiles are empty I still got 5 attacks per round with my mage. I am expecting to be having 1 attack per round and not 5.
My weapon is the Staff Spear + 2, gained from the quest: Free the Djinni in Irenicus's dungeon.
Anyone know why this is so? If this is normal - my mage would be a formidable fighter indeed.
I just noticed that I recieve 5 attacks per round using Melf's minute meteors... So long so good. However, when the missiles are empty I still got 5 attacks per round with my mage. I am expecting to be having 1 attack per round and not 5.
My weapon is the Staff Spear + 2, gained from the quest: Free the Djinni in Irenicus's dungeon.
Anyone know why this is so? If this is normal - my mage would be a formidable fighter indeed.
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Unfortunately the only way to get rid of this erroneous APR is to save and then load your game.
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 after fireing some arrows since a bow usually has more APR than a normal sword. This means that Minsc easily will get around 3-4 APR as per a ranger level 7-8 with his 2-handed sword which is just awkward...
Does anyone know when a new patch will be released or does anyone know how to fix the problem? This is a major downside to the game. Very disapointed indeed. I've already read the bug-thread about this, but nobody seems to know how to solve this.
There will be a patch when Siege of Dragonspear comes out.
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.
And no, no one knows. The company line is "when it's ready." At some point they were hoping (not promising!) to release before the end of the year, but some people seem to think that's unlikely.
Still, I'll make a bug report on the bug section if it is not made already.
I knew about this issue for magical thrown weapons (MMM, EB), but I hadn't noticed that we could get the same erroneous effect from bows and suchlike ... probably because running out of ammo mid-combat is rare except for the magical thrown weapons. That makes it a worse bug (and exploit) than I had realised. I hope the devs are giving this one some priority.
It is a bit annoying that bugs like these are still around. I think Beamdog would have better luck squashing them with more small patches.
So far, each patch introduces new problems instead of solving only old ones. Maybe because each introduces new features as well? In other games feature patches also seem to be buggier. Remember how the new kits all had issues at the start? The really long patch cycle does not help things.
Makes me a bit worried as the SoD patch will also be a major feature patch.
I wonder, however, if part of Beamdog's reasoning is that if there were frequent hotfixes between major version updates, then multi-player participants might experience difficulties caused by not all updating at the same time to exactly the same version of the game? If so, then I can understand the concern, but I suspect it may be a misguided priority, since I get the impression that a large majority of us spend most (or all!) of our time in single-player.
Thanks in advance and nice work with the mod.