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Thread: Mental Bane tech has incorrect conflicts

  1. #1

    Default Mental Bane tech has incorrect conflicts

    • Primal Flash technique is now clear about what other techs it conflicts with (Augment Kickers).


    The above from patch notes reminded me of a bug with the Mental Bane drag-to-apply spelltech.

    This tech currently conflicts with "augment kicker", however it should conflict with (whatever the keyword is for) the spelltechs "Romp", "Gale", "Pierce", "Combust", and "Critical Damage". Each of those is a % chance to land extra damage, which is exactly what Mental Bane does.

    Even if the mechanism the game uses is an augment kicker that makes Mental Bane work, it's a chance at extra damage like "Romp" and those other techs are.

    Mental Bane should stack with Spell Damage (Nature Damage V, etc.), range techs, primal flash (an augment kicker, does no damage), Covalence (I believe this is an augment kicker as well, effect on mob that lowers nature resistance. Does no damage itself, therefore it really makes no sense that Mental Bane would conflict with these type of techniques.), etc.

  2. #2

    Default Re: Mental Bane tech has incorrect conflicts

    Got it. Thanks
    "Alea iacta est" -- Julius Caesar

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