#Things in need of clarification.
1 messages Β· Page 2 of 1
I see your point though
yea
hmm
cuz yea
i assumed
battery
the gem that says
1.5 % of your shield as extra skill damage
Yeah Divinity is poorly worded
was taking my 100 shield and giving me 1.5% increased damage
ESPECIALLY SINCE IT COMES BUILT IN WITH A DECREASE
implying "hey, you have to get over this hurdle"
like how blood spark is
it might be that you cant and it is part of basic description for gamechangers
oh right, its probably just there by default for gamechangers
it might not be possible, and for only 6 nodes on the entire tree, prolly not worth it
its on all nodes
its prolly just should have some alt desc instead
Yeah part of the reason divinity is so bad. The crit dmg being less coupled with that makes it horrible for the class it was probably designed for
@hollow dagger are you CERTAIN about how battery works, and how that "heal strength" mod works?
bro im not certain about anything
thanks, i hate it
battery and that heal mod are both gain
how do all of these work
or at least to the best of your knowledge
π
same
this is why i don't even get to play this stupid fucking pack, i just sit in single player spawning shit in
cuz we don't have "PoB" but i don't know how anything works
flash back to me day 1
increases golem damage
increases golem damage
doesn't increase golem damage
π
or at least that's how it worked on 7/23/2025
last one is for spells that it casts if i understand it right
like if golem cast magma orb
it would have 10% more dmg
poor owl
golems don't have magic tag so that's why
yeah golems arnt magic
tbh i don't like anything with "weapon", "attack", "spell" in it lmao
for some fucking reason
their basic attack is melee so melee damage bonuses might apply lmao
yeah
melee bonuses apply
then why did u type
π
i don't even know why it says "skill" tbh
i think skills are the name of every ability you cast in cte
in normal mns everything is called a spell
in cte spells are magic tagged skills iirc
well
so the name is flat out wrong
spells =/= attacks
but both are skills
all spells are skills, but not all skills are spells π€·
but golems are skills
and golems apparently are elemental
but they're not elemental skills
according to the logic of how those nodes work n don't work
anyway, might be slightly off-topic but the fix is the same as to basically else
add affix names to infusions, watcher eye suffixes, chaos stats, tools, normal & crafted jewel affixes
because this is horrible
literally unreadable and i'm not even joking
Summon golem is an elemental skill, that summons a golem. The golem itself isn't an elemental skill
make it make sense
Golems are not an elemental skill
but
skill damage increases their damage
and elemental damage increases their damage
Might be unintentional
do u read
like
why did u just type the same shit again
in response to the screenshot
that shows the 3 things
and me typing the 3 different results
and then be like "oh maybe it's an oopsie"
π
aight here's one
what does %health regen do? and before you say "blah blah ur stupid" READ the description 
just took a 3% regen node and it gave me 3 regen. no matter how hard i try to math it out, there's no logical conclusion...
what is ur health regen without it
and do u have any other sources of % health regen
because it's probably just increasing whatever flat health regen you have by 3%
math gonna math
π
like
i genuinely can't tell if YOU don't understand
or if you're making up a hypothetical minecraft modpack player that might not understand
the alt description i think is wrong tho
unless i'm misunderstanding
@hollow dagger i know this isn't the right spot but https://i.imgur.com/VTtuuUG.png
all of these
health + ms
this just health
π

@hollow dagger I would love to have some tooltips on the botania trinkets. I realize a lot of the veteran players know what they do but imo it would be very helpful to new players.
Yeah thats not really something we can do
Plus, botania has a literal guidebook for that reason
the guidebook doesnt like to auto progress
Yeah im hoping to change the way it works to not be advancement based anymore
cuz it just doesnt work a lot of the time
that would be helpful
that "progression" isnt really needed anyways since we have the quests
Theoretically, as pages are in assets folder it should be possible to just overwrite them in a new resourcepack by removing advancements requirements.
Would it be possible to have the min and max stats listed in the library for uniques?
I always assumed it was just a config option but now I cant find it, lul
this orb is worded poorly
hard to tell if it adds 5% to a stat like 20% goes to 25%
or if its 5% of the stat like 20 -> 21
"adds" 5% makes me think its 20 -> 25, "increases by 5%" would make more sense if its like 20 -> 21 or needs to say like increases unique stats by 5% of the base or something
yea i was told 2nd
cuz 1st would be crazy and not really make sense
but you can see how its worded poorly
yea
2nd only one that really makes sense cuz how do u add "5%" to 40 maximum health
or some shit
but just changing it to say
"Increases Unique's stats by 5%"
"Reduces Unique's stats by 5%"
also makes me wonder
cuz it says "Unique stats" is it only referring to a "Unique stat" on the unique, or is it referring to all the stats on the unique item
π©
should just say "Item's stats" instead of "Unique stats"
because already has the requirement of "must be unique rarity"
All stats
5% to each stat on elytra for a 150% buff effect per orb
Please people, use shift + enter instead of pressing enter after every single word you type, no way im reading 1160+ messages π
Also "Brun"
If it's possible i'd like to see the range of Augments/Aura and Support gems stats.
Also implicit stats (since now it's possible to reroll them). Something like this:
Needs clarification. Replace the word "random" for the range: 1-3 (or wathever the actual range is)
Minor stuff: "map rarity must be mythic" is stated twice
State exactly which stats are affected by quality
All stats on it beside infusion and coruppt
It wasn't a question tho, I'm suggesting it to be added. Also, it doesn't affect all stats, just the main ones like wep dmg, armor, dodge, ms, etc
(no implicit, no affixes, no unique stats)
The clarification update
I want a clarification on why battle mage is just lightning mage smh smh
this seems....pretty self explanitory
is that a planner exclusive issue or an actual in-game thing lol
a passive block chance node that gives you passive block chance AND some passive block chance?
what a steal
oh it seems it is planner exclusive. although this still isn't very clarifying
1 flat and 6% to all flat you have
i think
making that more intuitive would prob require to change the stat naming scheme?
i think there are more similar modes that aren't related to block chance
"1% to base passive block chance
6% increased passive block chance" maybe?
yeah doesn't sound bad
that but for all the percentage stats
like crit chance
also rename crit hit to crit chance ffs
I think the block ascendancy may have similarly awful wording for its block chance
Idk if it would be considered clarification but i was someone ask it in general so. Would it be possible to be able to see each individual's skills crit chance? I know there is your crit chance on the main stat page but if you have a skill with increased crit or a support you need to do mental math to figure out what that skills crit is and its kinda not intuitive
not sure if we went over this but i just had to have a whole conversation about crit chance n how it works
first of all the description explains how CRIT CHANCE works, but not how THIS MOD works
which is... fine i guess?
but maybe the line for increased crit can just be changed to
"6.4% increased crit chance"
instead of the +
and then FLAT crit can say
"+5% to crit chance"
adding "to" here might make it more clear
and removing the "+" can do the same in the increased crit chance
since yea you're adding it to your other increases, but the word "increased" is doing the heavy lifting there already by saying that it's additive NOT multiplicative
preach bruthr
this is another one of those that i legit can't tell if it's people just not thinking at all or if it's that i'm so used to arpgs n stuff
cuz it seems so intuitive to me if u just look at the context
but π€·
it is exactly because of your experience
cuz if i had never played an arpg i'd have no gd clue
yea i donno lol
can we get base summon duration in the summons tooltips? like, how did nobody think of that? when i started out i thought zombies and skellies were infinite. couldn't for the life of me figure out why the kept dissapearing
@left dagger
items that give abilities/cast spells should show the ability/spell information when shift+hovering the item
this functionality is already present on class spells like summons to show the summon's spells
I might have just missed it somewhere and this may not be 'need' for most of the players,
but I really wish there was a written order of damage calculation.
taking a hit for example, in which order does these effects apply:
armor | physical resist | enemy's armor penetration | suppression/block | damage reduction | damage taken as ( ) element | damage absorbed by mana | damage received
I know there's ALOT of stats in this modpack but honestly its very confusing when you have multiple % reductions and conversions.
I think having a written order can be very helpful to make people understand value between each stats.
i may be wrong here, but isn't the order listed in the damage log?
I played with damage logs turned off because of the spam in chat, so you may be right
but I was looking for something like a quest just explaining the order or similar
even if you don't have the damage chat open specifically, you can still go to it at any point in time and it will show damage history
won't the damage logs only show for the defensive stats i had back then?
if I wanted to know how phys taken as ele or absorbed by mana applies I would have to take these stats from whatever source is available,
Then do the damage test again with the stat being active.
what I was asking in this was more of a written info that I can refer to when I want to.
this could be used as a reference to answer all the questions about whether % dmg reduction is pre/post armor and such
should probably have roll ranges for support gems and augments
Clean up MnS item tags to make to easier to exclusively search certain item bases.
ie. Currently searching "#plate" show chainmail; "#cloth" shows vests; Etc.
It's also impossible to search for specific rarities of maps since their string contains names of all the rarities for what items can drop. Im not aware that item rarities that can drop can even be modified anymore.
Unfortunately haven't played for a while because there was quite a few things that I found rather unclear or misleading but can't remember them off the top of my head.
Maybe also use clear and consistent language when scaling stats off another stat if the resulting value is an +# additional, #% increased/reduced, #% more/less etc. As well as if that value can/will be scaled further(ie. Trickster's Trickery node or Ghast game changer). Most of the times this is clear based on the stat provided but I'd be nice to be explicitly stated so theres no chance of misunderstanding.
ie. Heal strength as skill damage, Battery support, and a few others are often misinterpreted as flat additions. Ik most additions explicitly say they add, but it doesn't seem like theres consistent wording when its #% increases. Battlemages critical hit from strength, is this critical hit chance or damage? Is it additional or an increase?(idr if theres alt description for that if yes then my bad xd)
this isn't really clarification so much as clarity. it's really hard to read where damage is coming from when we have 2345635 different damage ticks happening. any way we could get different colors from different sources of damage? like enemies red, you green or something?
THE LIBRARY
hat this been talked about here?
They call it infusions in the game. But "enchantments" in the library. Just call them both infusions since most placers think of enchants as "the entchantment books" or just shortend to enchants. Missleading.
Also make the "pick slot" buttons just say filters
thats because they are enchantments, we manually changed the name ourselves (pack specific change) in order to differentiate them from vanilla enchants. For some god forsaken reason in base MNS they are Enchantments
Im not sure if we can change the wording in the library, ill ask mahj
We are working on a guide book of sorts for the pack, an in game companion for the quest book. We have already collected all the Lost Pages in the acts as starting pages for this book and we are looking for ideas for additional ones
Already have a few I want to add, mainly more in-depth explanations of mechanics
maybe one or two pages per stat wich explains sources and what it does?
Leech, magicfind, how the damage formula (and defense formula!) actually works
a tl;dr for each individual stat? hmm
that could work
but should be called infusions right?
yes
we manually changed the wording ourselves to not confuse them with vanilla
im not sure if the library categories can be changed easily in a similar way, but it needs to be
man that sucks. I made a bug report / suggestion alr. If you find more for the library just post it there
and here
more places = better
this whole "clarification" process has taught me that simple text isnt as easy to edit as i would have expected lmao
why shit gotta be so overcomplicated
move a comma? EVERYTHING IMPLODES
But ye, i should probably make a separate post for page suggestions for the book thingy
dont want to bog this one down too much
i already did lol
bruh
not only for insuion. look at name :0 that was just my main concearn. but make a new one. more post = more noticed
yeaaah cuz it uses the unlocalized names for the stats
looks.....odd
idk if that can be fixed.....
yes very odd. it should be fixable tho
man shits never as easy as it should be
except we cant changed the unlocalized name
if we did that literally everything would break lmao
that page pulls from the actual list of stats automatically
the entire library does if i remember right
cant you just change everyname then? or just a tecture pack or smth?
its all automatic
add a unique? it appears there
would need to change something on the backend
and that you cant do since not owner of mod. got it
doable im sure, but not as easy as you would think
yeah idk if we could do that on our end
Mahj can code it and do a pull request but its mostly up to Robert
still something that should be fixed, im sure mahj will work his magic and find a way
so this here are the mod owners?
Robert is
Mahj is the lead modpack dev
Robert is the lead dev for mine and slash specifically, i should say
he has next to nothing to do with CTE itself
it would help if you made the book you said at the beginning. explain all and so on and please please every stats sources and what they do
then just add to the quest wich explains the librarry the small misunderstandings and explain them
or in each quest where something gets explained and a know missunderstanding or smth is know a line to explain it?
idk
hey, I'm actually a bit lost about the ailments
like, i dont understand how you get to inflict them... is it only using a skill?
doesn't matter where it comes from, just has to be of the right damage type
phys -> bleed
cold -> freeze (does damage when you proc shatter)
lightning -> electrify (does damage when you proc electrify)
chaos -> poison
fire -> burn
Twilight Forest Boss Respawn directions says to use Wither Skeleton heads, these do not work.
Needs to be clarified to what does work, or changed so the WS head does work.
the heads are indeed what should work
I made the images in the quests myself and tested that they worked when i did
the head must face north if i remember right, its a little janky
the wither skulls don't work
make a post where you should, #1396586941163765841
if there isnt already one there
the head is the intended thing, so its a bug if it doesnt work
wouldnt be the first time the resummon mechanic has broken
The Twilight Forest Goblin chain is very unintuitive as is, without being told how to progress properly, would of never figured it out. Since the quest checks are currently just exploration based.
As the rest of the quests have guided the player to make the proper advancements nessessary, except for Goblin/UrrGhast line.
As a suggestion I would rework the quest text and objective to something along the lines of mention the unsealing of the stronghold, and it requires a boss trophy to do so.
Rested xp
i could just be dumb but i feel like i dont see this explained in the quest book
Doing combat gives rested profession xp.
Doing profession gives rested combat xp.
Pretty sure it's explained in the tutorial section
like i said could just be dumb
I don't think it is
Was in act 2
Ah ok danke fΓΌr die info hattes nicht mehr im kopf
Wait wrong language
Oh thy for the info didn't now it anny more
add tags for everything that counts as ailment
I assume its only poison
Currently not really clear what exactly ailment damage increases
each damage type has an ailment
bleed for phys, electrify for lightning, burn for fire, freeze for cold, poison for chaos
would be nice in the skill menu tags
i think there is a quest somewhere that explains ailments?
if you hold alt on an ailment damage node does it not have additional info?
Yeah damage nodes say increases damage the ailment deals
burn damage, etc
correction^
The only other thing I am confused with is the loot bonus of obelisk maps
Im pretty sure it does not apply to mine and slash loot, but if it does then alls ok
oh? will need to look into that
obelisks have a few issues currently, like health modifiers not applying to enemies correctly
afaik it only influences the probability of getting chests
epic and mythic are too close in color. technically clarification xd
Would be hard to fix; IIRC the colors are limited to the 16 classic ones
16 colors and and 6 (+2) rarity tiers. how would that be difficult?
16 minus whatever colors are too dark to read, of course
May I make a suggestion - Provide a little more guidance in the tutorial section e.g. things like using Curios. I had never used the mod. So when I received the bag / wallet I had no idea where to put them.
Yeah, I was confused why my wallet wasnβt picking up coins until I found out that there was a slot for it
the Slice tag in library is all wonky
lol
It should be additive iirc from the tool tip on the βdamageβ chat window
can u transfer them with like, a summary or smth for mahj in admin chat
and pin them there
I dont even know how to summarize all of these in a way that wont make Mahj immediately go crosseyed lmao
unfortunately its quite a lot, this is something id want to do if possible, its a lot of text editing mainly
just changing 4% Damage to 4% Increased/more, depending, and such
itd help mahj tbf
cuz less time he has to infer the shit the better
