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Altiom

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  1. Dug deeper into the olden posts, it appears the non-working crafting skills bug was already reported several years ago, totally unrelated to mods. Seems the prudent option was to not uninstall anything after all (glad I chose wisely). There was also talks of a 1.1 version which would have solved many issue from as far back as 2018 but never came out. Guess it's safe to assume it never will, but at least I got an answer to my question!
  2. That'd be the most prudent solution, yes, but partially working bugfixes are better than no bugfix at all. Having to memorize which mechanic is riddled with bugs and oversights, which skill works as intended, if at all, in the base game was kinda fun the first few playthroughs, but it definitely loses its charm after ten years ;/ I guess the origin of the issue can only be really pinpointed by the creator of the mod, and I've tried contacting him but there's been no answer for quite a while now. Anyway, I'm dry, no more idea! I'll just keep playing as is, come what may!
  3. No, I played the base game and all its DLCs before installing the Shattered War. The issue I'm having is within the mod itself.
  4. Alright, more problems. First, I gave up on solving the last issue and tried to play through the mod anyway, but something else came up. The incompatibility seems to affect virtually every mod installed (again, none of which posed any problem whatsoever during my base game playthrough, nor its dlcs, or in Awakening, Golems of Amgarrak and Witch Hunt). But most importantly, I am unable to use any active skills (such as poison making, herbalism and such) with party members. Here again, the main character isn't affected, as with every other mod compatibility issues, so I guess it's something else entirely.
  5. At least that's my guess. I've had a hard time making the latter work in the first one, but only partially and only recently. To explain more thoroughly: the Shattered War starts without companion selection, and apparently something prevents them from gaining experience up until the first time you reach the party selection screen (as signaled by the creator of the mod, so I'm guessing it's a core issue beyond even his skill to solve). After that, you get back every xp and levels you have acquired retroactively. However, that's also the very moment when Dain's Fixes stops working. I never had any problem with it, it worked wonders in the base game and every official modules I played, so I'm positive it doesn't come from a bad installation of the mod. Now the weird thing is, Dain's Fixes still work perfectly for my main character, they only fail to apply to the mod's companions, and only after accessing the party selection screen for the first time. As I have extremely limited knowledge on these mods' inner workings, I'd very much appreciate any help anyone can give! \o I'll keep trying to find some way to fix this in the meantime.
  6. Heyya, Iate to the party but here are my two cents. If you're struggling to hit your opponent as an AW: dump everything into magic, as you should. You biggest attack bonus will come from Combat Magic, which you always leave on. Formula from the wiki page: Attack Bonus: 5.0 + (Spellpower / 5.0), you get another +5 with Aura of Might, also the page states that Magic is used for calculation, not Spellpower (which harms us but not that badly). [ERRATUM] after further research, it appears I was mistaken: Spellpower does indeed affect attack rating (so that's good for us!) but not damage, which for its part is determined by the Magic attribute only. By early/midgame in Awakening you should have reached and far exceeded 200 Spellpower, so that's at minimum 40 + 5 + 5 atk bonus from Combat Magic alone. Now, you can slap that infamous Dead Legion heraldry on your shield of choice for that juicy +20 all attributes, if you don't feel bad about it. This should leave you at about 30-35 strength and dexterity, without even wasting one attribute point. Per the formula, that's another 40ish * 0.5 so 20 to add to your attack rating. Base is 50, so we're left with a totally honorable 120 attack rating. You won't even be that far behind your rogue and warrior companions, even very well-built ones (they'd be around 130+ atk by that point, except archers. These... we don't talk about them). And you'll still have some more atk bonuses lying around from gear, spells and talents (think Song of Courage for example). Now to give yourself even more opportunities to hit, don't forget your many CC options as a mage. Lots of higher rank enemies are immune to stuns and such, but none are to Freezing (Winter's Grasp, Cone of Cold, Hand of Winter), and only the bloodless to Immobilize from Blood Wound. Crushing Prison is a false good idea however, it's overkill on anything under elite, high-cost short-duration on anything above (and its dmg are based on its duration so... completely underperforming on bosses). Miasma works pretty well indeed, but that's 3 spell points for just one useful skill. And there's another way. Death Hex. All. The. f***in. Day. Normal hits autocrit, misses become normal hits.The whole tree branch in fact. Hexes are your bread and butter to take down bosses in mere seconds. Beyond 234 Spellpower you won't even need to cast Vulnerability and Affliction on a boss to hit the debuff hardcap of -100% elemental resist, the first one'll suffice. Coupled with capped (+50%) elemental damage bonus gear, and lets say three Elemental Runes on your weapon (+6 dmg of each 5 elements, multiplied by 1.5 THEN by 2), you won't only hit enemies, you'll one-hit enemies. Also, regarding Vigilance, don't worry too much about armor penetration. By this point 1.5 is only 1.5 flat damage more per hit and only IF the enemy has some un-penetrated armor left. The important part is the +5 fire damage that comes with it, cause elemental damage isn't mitigated by armor and beneficiate from +% elemental damage bonus and -% elemental damage resistance (which are paramount to stack, as explained above). You're giving up the +6 attack bonus true, but fire tends to perform better than cold since more enemies are immune/resistant to the latter. Edit: I also forgot about Heroic Offense. Quite wonky to cast in the middle of a fight, but (100 + Spellpower) * 0.1 bonus attack for 20 seconds is nothing to sneeze at. An honest 280 Spellpower build would net you +38 atk for example, bringing you to a grand total of around 174, all on your own!
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