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After reviewing, DLC2WhirlwindCloakFFSelf also has the problem.
Fix module here: <a data-ipb='nomediaparse' href='http://www.afkmods.com/index.php?/files/file/1707-cloak-spell-magnitude-fix-ticket-19898/'>http://www.afkmods.com/index.php?/files/file/1707-cloak-spell-magnitude-fix-ticket-19898/</a>
changes done:
*All five MGEFs for those spells had the "Power Affects Magnitude" checkbox disabled in the Spellmaking section (lower middle of MGEF pane), and had the "Power Affects Duration" checkbox checked instead.
*Stendarr's Aura had the <10> damage updated to <15>. The sun damage spell that the cloak/aura spell applies already was set to 15, so this is a description change to more accurately reflect that. The ratio comparison between Sunfire base damage/cost and Fire base damage/cost is roughly 2x or so (basically, Sunfire is half as magicka-consuming as regular Fire per point of damage, the counterbalance for Sunfire only affecting the undead)
changes done:
*All five MGEFs for those spells had the "Power Affects Magnitude" checkbox disabled in the Spellmaking section (lower middle of MGEF pane), and had the "Power Affects Duration" checkbox checked instead.
*Stendarr's Aura had the <10> damage updated to <15>. The sun damage spell that the cloak/aura spell applies already was set to 15, so this is a description change to more accurately reflect that. The ratio comparison between Sunfire base damage/cost and Fire base damage/cost is roughly 2x or so (basically, Sunfire is half as magicka-consuming as regular Fire per point of damage, the counterbalance for Sunfire only affecting the undead)
An extra addendum to Stendarr's Aura: DLC1SunLightFFSelf (0200A3B9) is an ancillary effect in the spell, and it lights the caster up. It needs a "Spell Affects Duration" check too, so it lasts as long as the main aura spell.
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