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View Full Version : Even more Alchemist bugs (oh god and I thought I'm done with caster ones)



Zaalaos
03-30-2020, 08:04 AM
So after running inquisitive alchemist 18/artificer 2 (it was fun, not quite what i expected, but fun), I've decided to ETR into thrower.

Vile chemist is broken, I just didn't realize it while Inquisitive tree and t5 in there carried my previous life. Now that i'm forced to use T5 in chemist and actually depend on it for damage/survivability, bugs are glaring.

Sapping Ambition - never triggers, checked with throwing daggers, normal daggers, xbows, while holding runearm/orb/nothing in my off hand. 0 procs. I was 100% in orchidium all the time, and I've spent few minutes of constant beating on boss attempting to trigger it. Nothing. Not even 1 temporary SP.

Chemical Weapons - gives +1w after allocating enhancement points, same for attack speed bonus. If you unequip and then requip your weapon (or weapon swap for something more appropriate for type of enemy you fight, or use a scroll) you lose +1w and attack speed bonus until you reset your enhancements and realocate them again. If you unequip everything from your hand slots (by using "empty" weapon set) and then requip both slots at same time (again weapon set) you regain +1w and attack speed bonus. You can also equip your weapon 1st, and then offhand, but NEVER the other way around.

Deadly Poison line of enhancements - tier 1-3 give nothing, tier 4 gives +1 to damage. Tier 5 reliably gives crit threat range, doesn't give + dmg, or to-hit, it's same bug as with Chemical Weapons. Work around is to unequip everything from your hand slots, then reequip both slots at same time. It's not only "visual" bug, those enhancements actually stop working if you change JUST a weapon. So after every scroll use you need to unequip both items from hand slots. If you have nothing in your off hand you can freely swap weapons without worrying about this bug.

Changing zones DOES NOT correct your chemical weapons, you need to unequip both hand slots and then reequip them every single time.
If you change between weapon sets that share a component (lets say - same runearm), you lose everything from Deadly Poison line of enhancements and Chemical Weapons enhancement. Again, unequip everything then reequip.

I'm 100% sure it's not a visual bug, took +1 returning throwing dagger for a spin while doing everything to minimize my damage variation from other sources (no buffs, no archer stances, ED with no ranged power, no twists of fate, same enemy, no debuffs/buffs on target) If i did unequip/reequip trick i was hitting on non crits for 109-134. If I took out just a weapon and then reequipped it while keeping my off hand (runearm or orb) i was hitting for 99-123. That would more or less correlate to 1d4+5 of damage difference with 11 ranged weapon power.

Relogging makes you lose Deadly Poison and Chemical Weapons bonus to weapon dice, damage, to-hit and ranged attack speed as well. Remember to unequip/reequip your stuff every time you log in.

Contaminated strikes - actually works. Yay. And reliably might I add.

While we're at throwers - IPS is wonky with them. Trajectory of thrown weapons is just "off" and i tend to miss alot of enemies in conga line when kiting.

T5s in VKF turn each other off, and dispell alchemist poison imbues.

So... please fix it when you find some spare time after Corona blows away?

The_Golden
05-14-2020, 05:58 AM
So after running inquisitive alchemist 18/artificer 2 (it was fun, not quite what i expected, but fun), I've decided to ETR into thrower.

Vile chemist is broken, I just didn't realize it while Inquisitive tree and t5 in there carried my previous life. Now that i'm forced to use T5 in chemist and actually depend on it for damage/survivability, bugs are glaring.

Sapping Ambition - never triggers, checked with throwing daggers, normal daggers, xbows, while holding runearm/orb/nothing in my off hand. 0 procs. I was 100% in orchidium all the time, and I've spent few minutes of constant beating on boss attempting to trigger it. Nothing. Not even 1 temporary SP.

Chemical Weapons - gives +1w after allocating enhancement points, same for attack speed bonus. If you unequip and then requip your weapon (or weapon swap for something more appropriate for type of enemy you fight, or use a scroll) you lose +1w and attack speed bonus until you reset your enhancements and realocate them again. If you unequip everything from your hand slots (by using "empty" weapon set) and then requip both slots at same time (again weapon set) you regain +1w and attack speed bonus. You can also equip your weapon 1st, and then offhand, but NEVER the other way around.

Deadly Poison line of enhancements - tier 1-3 give nothing, tier 4 gives +1 to damage. Tier 5 reliably gives crit threat range, doesn't give + dmg, or to-hit, it's same bug as with Chemical Weapons. Work around is to unequip everything from your hand slots, then reequip both slots at same time. It's not only "visual" bug, those enhancements actually stop working if you change JUST a weapon. So after every scroll use you need to unequip both items from hand slots. If you have nothing in your off hand you can freely swap weapons without worrying about this bug.

Changing zones DOES NOT correct your chemical weapons, you need to unequip both hand slots and then reequip them every single time.
If you change between weapon sets that share a component (lets say - same runearm), you lose everything from Deadly Poison line of enhancements and Chemical Weapons enhancement. Again, unequip everything then reequip.

I'm 100% sure it's not a visual bug, took +1 returning throwing dagger for a spin while doing everything to minimize my damage variation from other sources (no buffs, no archer stances, ED with no ranged power, no twists of fate, same enemy, no debuffs/buffs on target) If i did unequip/reequip trick i was hitting on non crits for 109-134. If I took out just a weapon and then reequipped it while keeping my off hand (runearm or orb) i was hitting for 99-123. That would more or less correlate to 1d4+5 of damage difference with 11 ranged weapon power.

Relogging makes you lose Deadly Poison and Chemical Weapons bonus to weapon dice, damage, to-hit and ranged attack speed as well. Remember to unequip/reequip your stuff every time you log in.

Contaminated strikes - actually works. Yay. And reliably might I add.

While we're at throwers - IPS is wonky with them. Trajectory of thrown weapons is just "off" and i tend to miss alot of enemies in conga line when kiting.

T5s in VKF turn each other off, and dispell alchemist poison imbues.

So... please fix it when you find some spare time after Corona blows away?

Oh man I wish I'd seen this thread before I reincarnated into a deep gnome Alchemist. The Vile Chemist tree is just flat out busted - I'm seeing pretty much all of the issues mentioned in the above post - blessed blades debuffing alchemist buffs, deadly poison does nothing, poisoned coating just doesn't work etc. Now faced with the daunting task of 15 to 30 with a busted toon - not looking forward to this at all.

Any advice for a respec OP?

Zaalaos
05-14-2020, 07:05 AM
Oh man I wish I'd seen this thread before I reincarnated into a deep gnome Alchemist. The Vile Chemist tree is just flat out busted - I'm seeing pretty much all of the issues mentioned in the above post - blessed blades debuffing alchemist buffs, deadly poison does nothing, poisoned coating just doesn't work etc. Now faced with the daunting task of 15 to 30 with a busted toon - not looking forward to this at all.

Any advice for a respec OP?

I've ran 18 alch/2 arti inquisitive alchemist, very high dps, t5 in inqui obviously, alch for self buffs, healing, and poison imbue. Pretty much all you need to do is swap some feats around, maybe you won't even need to LR. If you've started with iconic and are locked into 1 lvl of wizard I'd advise going to wiz 3 for zombie form and +20% dmg on your attacks, add 2 arti for runearm, trapping and free bolts, and 15 alchemist for curative admixture - harm. Remember to allocate at least 1 point into "wave of poison" SLA in Vile Chemist to strip packs of monsters of their poison immunity. Max out Int and Con, add in just enough Dex to hit relevant ranged feats, dump other stats.

Honestly just take all the feats that inquisitive would, roll in Shiradai add in whatever buffs you can from alchemist and you're ready to go. Gearwise you're aiming for wallwatch, with best xbow you can find (leg. screamshatter is very good, and easy to farm from very short quest, heroic screamshatter can carry you to 29 without a hitch as well).

Regarding AP split - 41 in inquisitive, 21 in Vile Chemist for lvl 12 core, 8 in Harper agent for KTA. That's 70 "core" points, and you have 10 spare to allocate them into racial tree, more int from harper, or zombie form if you're taking wiz levels.

That was my 1st ranged life and without completed leg item set, and with morninglords heavy crossbow with 2 filigree slots i was easily capable of soloing elemental battery rooms in Project Nemesis, and holding Irk's and Zulkis agro on LH.

You won't be running solo r5+, but you'll easily breeze through on elite/r1 to 30.

The_Golden
05-14-2020, 07:17 AM
I've ran 18 alch/2 arti inquisitive alchemist, very high dps, t5 in inqui obviously, alch for self buffs, healing, and poison imbue. Pretty much all you need to do is swap some feats around, maybe you won't even need to LR. SNIP.

That's some great advice - Thanks I'll try this:cool:

SocratesBastardSon
05-14-2020, 03:08 PM
I tested Deadly Poison with my Inq/VC and it works fine with Heavy Xbow. I went up to t3 and all three tiers worked as advertised.

I only practiced with the training dummy so I can't speak to any oddities that may arise while questing. I'll keep an eye on it and see if anything changes.

Zaalaos
05-14-2020, 04:21 PM
I tested Deadly Poison with my Inq/VC and it works fine with Heavy Xbow. I went up to t3 and all three tiers worked as advertised.

I only practiced with the training dummy so I can't speak to any oddities that may arise while questing. I'll keep an eye on it and see if anything changes.

Those bugs were tested on throwers (darts and knives), perhaps deadly poison works without problem on xbows. Also, are you holding anything in your off-hand? If you're holding xbow in your main hand, but nothing in off-hand VC works as advertised (outside of Sapping Ambition, this doesn't work at all).

SocratesBastardSon
05-14-2020, 07:27 PM
Those bugs were tested on throwers (darts and knives), perhaps deadly poison works without problem on xbows. Also, are you holding anything in your off-hand? If you're holding xbow in your main hand, but nothing in off-hand VC works as advertised (outside of Sapping Ambition, this doesn't work at all).

Rune arm.

Calonderial
05-26-2020, 12:17 AM
If you are undead alchemist and wearing the pale lavender Ioun stone and cast harm, the stone absorbs the spell without healing and you lose a charge (tested the full fifty times) not sure if the same is true for heal and stone combo

SocratesBastardSon
05-26-2020, 11:42 AM
One irritating bug is how t3 Poisoned Attack in Vile Chemist operates during combat, and it's true of both the melee and the ranged version. Poisoned Attacks act like Crimsonite spells, and if you're not in combat and want to activate a red primer, it's great since there's no spell point cost. As soon as you're in combat it works only intermittently to activate a Crimsonite primer. If you're trying to cycle between Reaction Spikes as a melee or ranged, this ought to be the primary way you move into Pyrite (orange) or Orchidium (purple). But it almost always fails to activate the red primer in that context, forcing you to resort to spells like Greater Venom Vial or Heartseeker Poison Imbue.