#Clarity in the Moment.

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ocean mural
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I'm happy to continue the Everquest legacy!

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The ability type should already be stated when you are picking it up and it is also mentioned on the tooltip. When you are picking up new things you can view the abilities on the bottom of the screen for additional info and also open up your character sheet for more detailed view.

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In general most things do stack and the game tries to prevent you from doing things that don't work. For example you won't be able to put on runes that do nothing for the ability and also warn if you are reaching a cap on stats.

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There's definitely some more work that needs to be done though. Let me know if there are any other specific scenarios that don't work out that well.

vale igloo
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on a different but similar issue, the wording on these is confusing. Primal Damage and Damage type Converted to Primal" so primal damage is converted to primal? or like 93% of primal is converted to primal? (after a some time thinking about it, I'm guessing what you really mean is that there are 2 different effects.
first the base damage of the item or ability is converted too Primal
second you gain an additional 93% to Primal damage.

I think the thing that is confusing is the "and" if you take out the "and" and you rearrange it to say ability/weapon damage converted to Primal
+93% primal.

That's more consistent with all other things in the game that come in list form.

ocean mural
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This means that all damage against targets that are frozen are increased. You can hit tab here to check your character sheet for total amount of stats.

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Yeah I understand what you are going for but this kind of UI works is massive amount of work for a solo developer. Even with the current state the UI is taking almost half of the development time when doing new features.

ocean mural
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When you pick an item that has spike balls when you already have one you can see a new one appear on the bottom row and can see visually that now you have twice the amount of balls spinning.