Search found 205 matches

by NearNihil
Thu Oct 16, 2025 9:07 am
Forum: Closed Bug Reports
Topic: Doomstrike (sometimes) bypassing Advocate unholy immunity
Replies: 1
Views: 2002

Re: Doomstrike (sometimes) bypassing Advocate unholy immunity

This has been fixed and is awaiting deployment of the next patch.
by NearNihil
Tue Aug 19, 2025 9:09 pm
Forum: Mechanics Discussion
Topic: Weapon Mastery: Making mundane weapons viable through a potential new skill
Replies: 15
Views: 6170

Re: Weapon Mastery: Making mundane weapons viable through a potential new skill

Tweaked proposal. Before I list the skills again, I will note that including skills like A Plague Upon Thee are indeed suboptimal to include, but they are fun and I think in particular the Rev's bonded weapon is strong enough as it is to not need any more min-max skill interactions. Leaning that har...
by NearNihil
Thu Aug 14, 2025 10:17 am
Forum: Mechanics Discussion
Topic: Weapon Mastery: Making mundane weapons viable through a potential new skill
Replies: 15
Views: 6170

Re: Weapon Mastery: Making mundane weapons viable through a potential new skill

With all the feedback marinating in my mind, I think it's back to the drawing board for the implementation of the idea. I think the good parts are that it can be really thematic and flexible, the bad parts are the anti-synergy between enchantments and class based supplemental damage. I think tweakin...
by NearNihil
Thu Aug 07, 2025 6:04 am
Forum: Mechanics Discussion
Topic: Weapon Mastery: Making mundane weapons viable through a potential new skill
Replies: 15
Views: 6170

Re: Weapon Mastery: Making mundane weapons viable through a potential new skill

My two cents - I like the idea, but I think it would be good to settle what I see as a long-standing issue with enchanted weapons before trying to balance the power of these skills. The redundancy of supplemental damage makes it difficult to use enchanted weapons and also makes them feel bad. I thi...
by NearNihil
Wed Aug 06, 2025 8:48 pm
Forum: Mechanics Discussion
Topic: Weapon Mastery: Making mundane weapons viable through a potential new skill
Replies: 15
Views: 6170

Re: Weapon Mastery: Making mundane weapons viable through a potential new skill

Numbers I made a big ol spreadsheet with the numbers which can be found here: https://docs.google.com/spreadsheets/d/1ZH4Dkg7sf2YVqgxIXLsuY2i67MoIsMkzRXtAO4qRwkE/edit?usp=drive_link The take-away for me, with these numbers, I think mundane weapons are competitive with innate weapons, but not to the...
by NearNihil
Wed Aug 06, 2025 8:48 pm
Forum: Mechanics Discussion
Topic: Weapon Mastery: Making mundane weapons viable through a potential new skill
Replies: 15
Views: 6170

Weapon Mastery: Making mundane weapons viable through a potential new skill

This proposal has been marinating in dev circles for a little while, but there are so many numbers and things that we thought it better to have community input on it first. Introducing new skills: Weapon Mastery (name not final, applicable to multiple classes). Why Not a lot of non-innate weapons ar...
by NearNihil
Wed Jun 11, 2025 8:59 pm
Forum: Bug Reporting
Topic: Target Shooting Accuracy (probably Tattoo of Dragon Sight)
Replies: 2
Views: 2447

Re: Target Shooting Accuracy (probably Tattoo of Dragon Sight)

This is an actual bug, I think, but the code is a bit more complicated than usual. It seems like the bonus accuracy simply isn't taken into account properly.
by NearNihil
Fri Jun 06, 2025 5:40 am
Forum: Suggestions
Topic: Nether Graft: Add ranks to mutations for increased MP cost
Replies: 3
Views: 1250

Re: Nether Graft: Add ranks to mutations for increased MP cost

So kind of like the big zombie, but applied to any pet and you pay an exorbitant cost? I suppose that's not a bad idea. Even though they could be "donated" to a Corruptor (or Redeemed, I suppose) they're still mostly non-titan pets that for the most part die when the summoner does. I will ...