#Overcharge shouldn't stun an Ironclad for changing its ammo type

19 messages · Page 1 of 1 (latest)

lusty basalt
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Getting stunned by your own attacks is already a ridiculously punishing drawback to overcharge, but it's a bit ridiculous that an ironclad has to take the check FOUR times in a turn if they want to load an ammo type and then make the triple-shot. It should be one test and that's it, otherwise it's basically useless on a multi-action unit.

worthy monolith
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Yes please

inland drum
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For 50% i think its fine on multi attack, but if what you mention is true about the swap ammo ability that might need a sanity check

worthy monolith
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Its a %100 oversight on ammo swap. I am %50 confident its also oversight on multi attack but if its not then please make it not so. Multi attack isnt even that good from what I've used.

lusty basalt
wise sinew
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last I checked, Overcharge specifically states it has a "30% chance to stun after completing an attack action", so I think the fact that it has to check for stun when loading ammo and for each shot really is a bug, it should only roll the stun chance after firing all three shots.

lusty basalt
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It's possible it's just not checking for specific actions and is just checking for 'actions', because it doesn't seem to care about the 'after completing' part either, since I've seen it trigger the stun in the middle of a repeating attack, instead of afterwards.

wise sinew
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yep the wording is very specific, so the stun check on ammo type and per shot has to be a bug

worthy monolith
lusty basalt
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It can end up COSTING you more damage than it gives you if you get stunned on the first attack.

worthy monolith
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No, no I agree. It shouldnt roll the dice more than 1 times. Thats not just ironclad. Bronze Golems etc. are also being affected by this

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if they can hit 3 times then that means they will roll the dice twice like you said making the whole overcharge mechanic pointless

inland drum
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it's only a 30% chance, this is probably modified by status resist, on something like the ironclad it's probably like 15% or less

wise sinew
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yeah and you can apply antimagic tincture or park a shield unit with the null shield enchant from tome of severing next to it

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or have the support unit enter defence mode next to it after using overcharge

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to reduce the stun chance even further

lusty basalt
inland drum
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such is the risk of a 50% buff, most other buffs are 10%