[Bug] The type of additional damage from Corthala Family Blade is incorrect
Ian579
Member Posts: 241
The description of Corthala Family Blade says that it causes additional bleeding damage.
However, in the actual gameplay, the type of the additional damage is incorrectly implemented as poison damage. The following text is the what the dialog box shows about the additional damage after striking a target with this blade:
You can confirm the incorrect type of the additional damage by having your group member wearing a poison immunity equipment such as Periapt of Proof Against Poison and strike that member, and you will see the dialog box shows:
However, in the actual gameplay, the type of the additional damage is incorrectly implemented as poison damage. The following text is the what the dialog box shows about the additional damage after striking a target with this blade:
[Target]: Takes 1 poison damage from Valygar [Target]: Takes 1 poison damage from Valygar [Target]: Takes 1 poison damage from Valygar
You can confirm the incorrect type of the additional damage by having your group member wearing a poison immunity equipment such as Periapt of Proof Against Poison and strike that member, and you will see the dialog box shows:
[Target]: Unaffected by effects from Corthala Family Blade
Post edited by Ian579 on
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Comments
acid
cold
crushing
electricity
fire
piercing
poison
magic
missile
slashing
magicfire
magiccold
stunning ( lol? )
so i guess when it came time to choose what type of damage it dealt, poison is what they went with, perhaps it should have done slashing damage, since the damage is coming from a slashing weapon and it was a slashing weapon that is causing the bleeding so it would make sense, but i guess that is just me
as some spells give different levels of protection vs the regular and magic fire or cold if it is confirmed it is important when you have to protect your characters from those elemental damages as you may want to know what is the total protection, to reach the no damage taken level with 100% protection or even to regenerate health taking that kind of damage having more then 100%.
can someone confirm it?
i know that is OT, but as we are talking of damage types, and it rarely happens, maybe is worth it to ask here.
back to the topic even if there is some inconsistency with the RL on which type of damage is used, ie the slings should use crushing damage, not piercing one, probably the slashing damage should indeed be the better damage to mimic a not existing bleeding damage, but would be anyway far from perfect.
why? stoneskin: the skin absorb the physical part of the attack, but not the other forms of damage a weapon has.
so if a protected mage gets hit by a sword that does 1d8 slashing +2 fire only the fire damage is applied, while the 1d8 consumes a skin. but for a 1d8 + x bleeding as the 1d8 is adsorbed by the stone skin the actual mage does not take any damage, so has no reason to bleed. the bleeding damage should be a consequence of the physical one, not a different type of damage added to the weapon, something like coating the blade with some anti hemostatic material.
but this is impossible or very difficult to implement in the engine i suppose.
Does this mean that when Beamdog nerfed Dorn and inadvertently ended up nerfing the assassin kit as well in v2.x they also nerfed Valygar?