Help! I don't understand spell damage

is this a bug ?

hi everyone. The tooltip for shadowbolt says it will do 38 damage. (i have a few deathshards and plenty of +spelldamage) and the damage readout when i hover over the target, also says it will do 38, with a 0% resist chance. See the attached picture for evidence and to make sure i'm understanding it correctly.

 

That damage value in the lower right seems to, at least with physical attacks, tell you the -true- damage that an attack will do, taking into account defense and such. This poor little spider has only 2 magic resist which is fairly negligible, and 0 defense. It also has 0 resistance to all elements (not that there even is a death resistance). In fact i cannot find any reason at all why the shadow bolt would possibly not do 38 damage

 

so i fire it, and it hits for 14 damage. 

in fact, this is pretty consistent, it seems to do 14 damage on any target i've used it on, anywhere.  Despite all indications saying it should be doing more than twice that damage. i've tried it on about 10 different enemies. humans, elementals, wargs, spiders, demons. it always consistently does about 64% less damage than it should. 

 

What is going on here? is there a bug? is there something i'm not understanding ?

 

6,907 views 9 replies
Reply #2 Top

Shadowbolt is the one bugged spell I know of... in this manner, at least.  It does not benefit from all the mage path, staff, robe, etc... spell power boosters. The tool tip displays the damage with the boosters, but when you fire, it does the basic damage.

My guess is that your caster has a lot of traits/items boosting her spell damage.

I think that the spell is hardcoded in a different way from other spells (it brings spell resistance down, if I recall correctly) and the developers failed to add the damage modifiers.  I hope it gets fixed.

Reply #3 Top

A bolt of night strikes the victim doing 4 (+1 per level) damage and reducing their Spell Resistance by 5

 

        <GameModifier>

            <ModType>Unit</ModType>

            <Attribute>AdjustUnitStat</Attribute>

            <StrVal>UnitStat_MagicResist</StrVal>

            <DisplayName>Resist -5</DisplayName>

            <Duration>-1</Duration>

            <Value>-5</Value>

 

 

this part above looks straightforward

 

        </GameModifier>

        <GameModifier>

            <ModType>Unit</ModType>

            <Attribute>CurHealth</Attribute>

            <IsForFormattedDescription>1</IsForFormattedDescription>

            <Calculate InternalName="Calc" ValueOwner="CastingUnit">

                <Expression><![CDATA[[Unit_GetLevel] * -1]]></Expression>

            </Calculate>

            <Calculate InternalName="Value">

                <Expression><![CDATA[[Calc] - 4]]></Expression>

            </Calculate>

            <Calculate InternalName="ValueForFormattedDescription">

                <Expression><![CDATA[[Calc] - 4]]></Expression>

            </Calculate>

        </GameModifier>

 

Hmm, i'm just not reading the math on this one right. Remember it's a death 2 spell for minimum level of effect. (ie effective caster level)

 

spell damage  boosting effect will increase this number. (edit if tuidjy is saying the damge boosting effects are not working than i believe him lol)

Reply #4 Top

I think it was made as a spell to effect the targets magic resist first.  Doesn't seem to be worded correct, the the function/effect of the spell is worth the mana cost though.  Dont not use it if it makes sense in the situation.  It's been handy for me.

But everyone is correct.  The damage is not what is told up front.  I think its an idea for a spell that didnt get finished.  Still a good one.

 

Reply #5 Top

so it's only this spell that is bugged? 

 

that's a damn shame, considering it's the most versatile death spell there is :( the game has a drastic shortage of immediate damage spells, most of the damaging spells either have a 1-2 turn delay, or are melee range only. 

at least i've learned the fire equivilant too, which seems to be a heck of a lot more powerful anyway, even if shadowbolt wasn't bugged. so it's not a massive issue, but it is annoying.

Reply #6 Top

As I mentioned in another topic, other spells are also bugged (like Horrific Wail and Sunder).

Reply #7 Top

Yes, it seems that more of the 'specialist' spells are bugged.  The spells that have either special targets, apply special effects, etc...  Someone who uses more magic than I do should collect them all in a thread, and maybe the developers will be able to draw conclusions.

Reply #8 Top

Oh, I see.

Quoting Glowing_Ember, reply 3
CurHealth

This is the problem.  It's not dealing damage, it's reducing health.  Not sure why the tool tip would 'work', however.  It shouldn't.

What they really ought to do with these death spells is create a new unitstat called something like UnitStat_Attack_Death.

This way they could use the DefendableDamage Attribute, which would correctly apply those insidious damage boni, and this damage type could only be resisted by DeathResist or defended by DeathDefense, for example.

Something more like this:

<GameModifier>
            <ModType>Unit</ModType>
            <Attribute>DefendableDamage</Attribute>
            <AttackStat>UnitStat_Attack_Death</AttackStat>
            <IsForFormattedDescription>1</IsForFormattedDescription>
            <Calculate InternalName="Calc" ValueOwner="CastingUnit">
                <Expression><![CDATA[[Unit_GetLevel] * 1]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                <Expression><![CDATA[[Calc] + 4]]></Expression>
            </Calculate>
            <Calculate InternalName="ValueForFormattedDescription">
                <Expression><![CDATA[[Calc] + 4]]></Expression>
            </Calculate>
        </GameModifier>

Reply #9 Top

Looks like they fixed this so that the damage buffs also apply to curhealth modifiers. 

Won't this make things wonky?  How is this going to affect modding?