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.
#Overcharge shouldn't stun an Ironclad for changing its ammo type
19 messages · Page 1 of 1 (latest)
Yes please
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
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.
If it does it AFTER the attack, then sure. But right now it can trigger after the first shot, basically ruining the ironclad's turn and leaving it vulnerable.
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.
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.
yep the wording is very specific, so the stun check on ammo type and per shot has to be a bug
Actualy having read this, rolling the dice per **attack action **(per attack of multi-attack) is clearly whats being conveyed there. So it is by design it appears, sadly. Ammo part is certainly a bug though.
If the intent is that it should trigger off each individual attack, then the intent is bad. This just means that overcharge is never worth putting on an ironclad.
It can end up COSTING you more damage than it gives you if you get stunned on the first attack.
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
if they can hit 3 times then that means they will roll the dice twice like you said making the whole overcharge mechanic pointless
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
yeah and you can apply antimagic tincture or park a shield unit with the null shield enchant from tome of severing next to it
or have the support unit enter defence mode next to it after using overcharge
to reduce the stun chance even further
Out of the three times I've put overcharge on an Ironclad, 2/3 of the times, it overloaded. Once one the first of 3 volley shots, another after loading a shot. Even a 15% chance is too high for something that is going to potentially trigger it several times a turn.
such is the risk of a 50% buff, most other buffs are 10%