Melf's Minute Meteors + Improved haste = Swift Death?
MWO
Member Posts: 214
Hello!
Noticed following combination:
The third level mage spell Melf's Minute Meteors and Improved Haste means 10 attacks per round.
However
When the conjured meteors disapears, this means I should get 2 attacks per round. Instead I continue having 10 attacks per round.... In the middle of a fight this means I'll still have the increased APR.
Anyone know how to fix this bug?
PS. Demogorgon suddenly became ALOT easier.... DS.
Noticed following combination:
The third level mage spell Melf's Minute Meteors and Improved Haste means 10 attacks per round.
However
When the conjured meteors disapears, this means I should get 2 attacks per round. Instead I continue having 10 attacks per round.... In the middle of a fight this means I'll still have the increased APR.
Anyone know how to fix this bug?
PS. Demogorgon suddenly became ALOT easier.... DS.
1
Comments
Your APR returns to normal if you reload the save.
Seems quite unfair... I mean, one cannot simply reload during the middle of a fight. Meaning every fight will get increasingly easy. Cheap.
Sometimes I just ignore it and let my characters attack at the erroneous APR. Sometimes I just interrupt their attacks mid-round before they use those extra attacks. Sometimes I just avoid casting Minute Meteors, or cast Cause Serious Wounds to replace the weapon before running out.
There are limited fan made fixes for these, if you drop the editted melf meteor and energy blades item files to your override folder, those items give the bonus attack rate for a duration, not as long as held. This eliminates the bug but rather indecently. For energy blades it is okay, but mmms stay forever, thus with this fix if you cast mmm and spend some time (or rest) you go back to 1 attack/round even with the meteors.
I also want to say that mmm is horribly broken in the original game. Pnp version is supposed to do only 1-4 damage per meteor while bg mmm does +3 extra missile and +3 more fire damage per hit. Also its fire damage ignores mr. Also, the enchantment level and attack bonus are way too high to the point of absurdness for a lvl 3 spell. I nerf this spell to the ground in my modded game, only +2 weapon, +2 to hit, no missile damage, 1-4 fire damage per hit that can be blocked by mr. There.
@semiticgod nice idea with casting cause wounds before mmms run out. I guess a minor and more mage friendly spell like chill touch, or shocking grasp for the electrically inclined, will work too? That is a good idea.
All the warriors can sheath their swords and retire ^^
There should just be a spell for Cleric/Mages called 'drop cartoon anvil'. Would save on the pre-buffing, but yield the same result.