Set bonus lost when shields are in non-active weapon slot.
Set bonus lost when shields are in non-active weapon slot.
I find it kind of frustrating that the set bonuses, particularly for Meteor and Crystal armor are lost when you have the shield for the set in the non-active set of weapons (the I or II).
I like to have even my front guys have ranged weapons so that I can get in damage easily at a distance while sidestepping, but it is kind of frustrating to lose 75 HP when I switch away from my main weapons to my secondaries, especially since that 75 HP doesn't replenish when I switch back and I'm down some health and it is very slow to replenish.
It'd be nice if there was a way to keep the set bonuses, even if you didn't have the shields actively equipped, as long as they were in one of the two sets of weapons.
And while this might be there for balance purposes or just pure mechanics reasons, it'd be nice to be able to switch right and left hand weapons separately, mostly so I can have two sets of elemental swords to deal with different kinds of enemies, or have a pre-loaded revolver to pull out without switching out my shield or sword and only switching to the ammo to reload. Maybe a quickbar could help this but I'm not sure.
I like to have even my front guys have ranged weapons so that I can get in damage easily at a distance while sidestepping, but it is kind of frustrating to lose 75 HP when I switch away from my main weapons to my secondaries, especially since that 75 HP doesn't replenish when I switch back and I'm down some health and it is very slow to replenish.
It'd be nice if there was a way to keep the set bonuses, even if you didn't have the shields actively equipped, as long as they were in one of the two sets of weapons.
And while this might be there for balance purposes or just pure mechanics reasons, it'd be nice to be able to switch right and left hand weapons separately, mostly so I can have two sets of elemental swords to deal with different kinds of enemies, or have a pre-loaded revolver to pull out without switching out my shield or sword and only switching to the ammo to reload. Maybe a quickbar could help this but I'm not sure.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Set bonus lost when shields are in non-active weapon slo
Granting the armor set bonuses while having the shields in the inactive weapon slots was a bug.
This was stated in the 2.1.13 release notes and fixed.
This was stated in the 2.1.13 release notes and fixed.
Re: Set bonus lost when shields are in non-active weapon slo
Bug or not, I also think losing HP which won't be coming back when you switch back is not an improvement. Taking away HP when switching away from the shield is fine IMO but it would be better if the HP was given back while switching back. You shouldn't be able to use it as a health potion either by switching away from the shield at 1 hp then going back to the shield and gaining 75 hp. It should be kinda like if the shield had its own hp pool which :
- adds up to the wearer's pool when active
- only regenerate when active and the wearer's own pool is full
- takes damage before the wearer's own pool
It might be a bit troublesome to implement but that's how I wish it would work.
- adds up to the wearer's pool when active
- only regenerate when active and the wearer's own pool is full
- takes damage before the wearer's own pool
It might be a bit troublesome to implement but that's how I wish it would work.
- sapientCrow
- Posts: 608
- Joined: Sun Apr 22, 2012 10:57 am
Re: Set bonus lost when shields are in non-active weapon slo
I have to agree.
At the very least the bonuses from hand set 1 should stay.
The main reason for having the second hand imo is for potion use.
The main time we use potions is in battle for mana or health.
When the bonus is lost on my mage I lose somewhere like 50 mana and with crystal and fire heavy set I lose the health and the fire resist.
During a fight where I am relying on that fire resist and swapping to chug a potion during the heat of the battle and losing that hp or resist is a big deal.
Besides underwater and a certain elemental having a second weapon set on hand is pointless.
I suppose it may have been intended to be a range slot but swapping usually occurs during combat where regen and hp and resists and mana are crucial.
Not sure the secondary weapon slot is really implemented very well.
At the very least the bonuses from hand set 1 should stay.
The main reason for having the second hand imo is for potion use.
The main time we use potions is in battle for mana or health.
When the bonus is lost on my mage I lose somewhere like 50 mana and with crystal and fire heavy set I lose the health and the fire resist.
During a fight where I am relying on that fire resist and swapping to chug a potion during the heat of the battle and losing that hp or resist is a big deal.
Besides underwater and a certain elemental having a second weapon set on hand is pointless.
I suppose it may have been intended to be a range slot but swapping usually occurs during combat where regen and hp and resists and mana are crucial.
Not sure the secondary weapon slot is really implemented very well.
Re: Set bonus lost when shields are in non-active weapon slo
Items do not give their stat/resistance/whatever bonuses while in the alternate weapon set. It is therefore completely inconsistent for them to give the set bonus while in the alternate weapon set. And giving the stat/resistance/whatever bonuses while in the alternate weapon set is obviously undesirable, it defeats the entire point: instead of having two weapon sets you could easily swap between, you would have one weapon set and one pair of shields/staves/whatever with good passives.
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- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Set bonus lost when shields are in non-active weapon slo
You are very mistaken. The shield itself gives or does nothing beside it's special ability. Only when the entire crystal set is equipped in active slots the set(!) grants the wearer +75 to his max health and that's it. You have to heal or regen them back up like any regular health missing until max health is reached.FlashSoul wrote:Bug or not, I also think losing HP which won't be coming back when you switch back is not an improvement. Taking away HP when switching away from the shield is fine IMO but it would be better if the HP was given back while switching back. You shouldn't be able to use it as a health potion either by switching away from the shield at 1 hp then going back to the shield and gaining 75 hp. It should be kinda like if the shield had its own hp pool which :
- adds up to the wearer's pool when active
- only regenerate when active and the wearer's own pool is full
- takes damage before the wearer's own pool
It might be a bit troublesome to implement but that's how I wish it would work.
Re: Set bonus lost when shields are in non-active weapon slo
You are very mistaken. I didn't specify that the bonus came from the set rather than the shield itself because it was obvious from the topic itself. If you prefer, change the "shield's own pool" wording into "set's own pool". It's completely irrelevant anyway as it doesn't change a single thing about the mechanic I propose.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: Set bonus lost when shields are in non-active weapon slo
The +75 max health armor set bonus works exactly the same as all other flat bonuses in the game. Take the Pearl Shield for instance: it grants Evasion +5 and Energy +25. Equipping it results into an immediate increase of Evasion and the increase of max energy but you will see no change to your current amount of energy. To benefit from this bonus you have to fill or regen it up yourself; exact same mechanic as with the crystal armor set bonus.
Re: Set bonus lost when shields are in non-active weapon slo
The non-active weapons slots are there to let you easily change weapons and armor, they aren't supposed to be considered as "equipped". I consider it a bonus that you don't have to put those items in your main inventory window when they are not active. Some games let you map quick slots, and changing them just automates the process of swapping them out for you.
- LastFootnote
- Posts: 36
- Joined: Mon Apr 09, 2012 8:20 pm
Re: Set bonus lost when shields are in non-active weapon slo
I used to do this, but I stopped. The problem is that if you put potions in a hand slots, you have to wait until your weapon cooldown is done in order to drink them. If they're in your inventory, there's no such restriction.sapientCrow wrote:I have to agree.
The main reason for having the second hand imo is for potion use.
The main time we use potions is in battle for mana or health.