When I activate a talisman by "cast identify" or any other cast. The info in my client Windows GTK 1.6.1 shows Damage 106 instead of 181 before activation.
This was not just me as some other player had same problem.
I was not repelled or anything like that, in fact when activating summoning (skill I have) that I am repelled the damage does not drop.
Worst of all, in order to get 181 back, I have to re-activate 2-hand weapon again.
I love the game, and this is not a Realy big problem, might be only some clients that do this wrong, or some logic to it.
Another related issue is that If I ready "cast burning hands" and walk into a monster, this spell is not at the ready, I cannot do "shift north" in order to burn.... but If I dont walk but run through 10 monsters... its still at the ready. Why?
Might be fixed now, but this was the case last I looked.
Activating a Talisman, makes my character have less Damage.
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Re: Activating a Talisman, makes my character have less Dama
Marv wrote:Another related issue is that If I ready "cast burning hands" and walk into a monster, this spell is not at the ready, I cannot do "shift north" in order to burn.... but If I dont walk but run through 10 monsters... its still at the ready. Why?
Might be fixed now, but this was the case last I looked.
This is because when you 'bump' into a monster you are switching to a melee attack skill and no longer casting burning hands.
Well hoxu, I dont know what you mean... 1.6.1 Client makes my damage drop when applying a Talisman, and when its low it stays low, even when I go through all skills with "+" .... BUT, when I have one talisman applied, and apply my weapon, I get the high Damage, and even when I go through all skills with "+", and use evocation spell, (skill with the need for talisman) I still have high Damage in my client... until I apply a Talisman.
Sounds like a Bug to me.
Avion : Why can I run and attack monsters, without activating "melee attack skill", but when I walk into them I activate it? To no use as there are no melee Range weapon that I use...... I really dont want to activate it if I have "cast burning hands" as that makes my main weapon go away...And walking arouns among enemies is really hard without "bumping". As I see it someone did the right thing with Running but missed walking...
Sounds like a Bug to me.
Avion : Why can I run and attack monsters, without activating "melee attack skill", but when I walk into them I activate it? To no use as there are no melee Range weapon that I use...... I really dont want to activate it if I have "cast burning hands" as that makes my main weapon go away...And walking arouns among enemies is really hard without "bumping". As I see it someone did the right thing with Running but missed walking...
It's just a nuisance bug.. I have never seen it affect anything than just the display.. Maybe on first hit you do less damage (since your Dam: is smaller) but considering how fast you hit, I don't think it matters all that much..
Any way.. Up to the crossfire gods to see if this needs fixing or not.. I know that the first time I saw that I was a bit concerned, but now I'm used to it..
Any way.. Up to the crossfire gods to see if this needs fixing or not.. I know that the first time I saw that I was a bit concerned, but now I'm used to it..
There is no "melee attack skill" melee is a type of combat as opposed to ranged combat. The point was if you run into a monster you engage your melee skill (sword, punching..whatever). This is how the combat system works - ever play gauntlet? That is the genesis of Crossfire combat. If you have a spell ready but then you ram yourself into a monster you automatically switch to melee combat and the most applicable melee skill.Marv wrote:Avion : Why can I run and attack monsters, without activating "melee attack skill", but when I walk into them I activate it? To no use as there are no melee Range weapon that I use...... I really dont want to activate it if I have "cast burning hands" as that makes my main weapon go away...And walking arouns among enemies is really hard without "bumping". As I see it someone did the right thing with Running but missed walking...
As for a melee range weapon...these are exclusive modes of attack so there are no melee ranged weapons.
Actually I hate that.. My fireborn is NOT a monk, flame touch is it's main attack skill, but it always switches to karate instead, even though flame touch does more damage and is also higher level.. -o- well..
There should be a way to "set default attack skill" for individuals..
set attack flame touch
So if I switched from casting and run into something, it would go to flame touch instead of karate...
There should be a way to "set default attack skill" for individuals..
set attack flame touch
So if I switched from casting and run into something, it would go to flame touch instead of karate...