I think I see the issue. It looks like Improved Deception is giving another +20 source of Bluff via the Improved Deception +20. But it is also a Competence Bonus, so it's basically not adding anything to the Golden Guile, but any other item without Bluff 20 on it already will benefit from the +20 to Bluff from Improved Deception +20.Improved Deception +xx still does not work correctly. I thought this was fixed under a prior patch when you fixed vinelash bracers?
Tested with newly created epic/legendary golden guile, both give +5 enhancement bonus to bluff, not +17 or +20 as stated. In image below I have both Devilscale bracers (Improved Deception), and Legendary Golden Guild (Improved Deception +20). I am still only getting a +5 enhancement bonus to bluff.
The tooltip for the Improved Deception +20 states it gives a +20 enhancement bonus to bluff, so you should be getting both the +20 competence and a +20 enhancement bonus, however it doesn't seem to apply (or if it does it is also typed as a competence bonus). So either tooltip is wrong or the bonus is.I think I see the issue. It looks like Improved Deception is giving another +20 source of Bluff via the Improved Deception +20. But it is also a Competence Bonus, so it's basically not adding anything to the Golden Guile, but any other item without Bluff 20 on it already will benefit from the +20 to Bluff from Improved Deception +20.
:: edit minor corrections ::
However, that's what's happening. I am unsure if that's how it's intended to be working; +20 Competence to Bluff from Improved Deception +20 and also a +5 Enhancement Bonus from it as well. Or if it's all supposed to be +20 Enhancement bonus to Bluff.
Need Dev answers for that.
J1NG
Imbue Toggle: Your Black Draconic Soul emboldens your weapon strikes, which deal 1d6 Acid damage on each hit. This damage scales with 200% of the higher of Melee and Ranged Power.
Passive: +1 Imbue Die. The bonus of each of your Draconic Auas is increased by 1.
Yet both examples are HoTs, where it works with one and not the other.I would probably figure that death aura is coded differently because it's considered a spell, the bard song isn't technically considered a spell, so it interacts differently. Any ToT's (ticks over time) shouldn't reapply or apply various effects ranging from LGS/Dino debuffs to mantle/enhancement procs.
Is the Improved Deception function working in terms of making enemies vulnerable to sneak attack? My gut says no. I see a massive difference with assassin’s trick vs just using Devilscale Bracers (note I have 100% fort bypass too). Not sure how to test this because lots of things in the combat log are called sneak damage that do not seem to be sneak damage.The tooltip for the Improved Deception +20 states it gives a +20 enhancement bonus to bluff, so you should be getting both the +20 competence and a +20 enhancement bonus, however it doesn't seem to apply (or if it does it is also typed as a competence bonus). So either tooltip is wrong or the bonus is.
For those of us directionally challenged, they could put (pop/FoD/cry, feast/cabal/crucible, mad/trial/maze) in the text.Hey Tonquin - here's a really easy but nice quality of life change which would probably take you 2 minutes I'm guessing. Please add the text northwest, northeast and south to the 3 options of the Gianthold fast travel NPC in the public area. I can never remember which one is which when he asks you to go to Storm's Eye, Storm's Heart or Storm's Fist.
Hey Tonquin - here's a really easy but nice quality of life change which would probably take you 2 minutes I'm guessing. Please add the text northwest, northeast and south to the 3 options of the Gianthold fast travel NPC in the public area. I can never remember which one is which when he asks you to go to Storm's Eye, Storm's Heart or Storm's Fist.
Do both! There is no indication when running around the wilderness as to where you are in terms of the names (other than watching kill count changes)—I would like to see markers, like something menacing mounted on a spear, that warns of entering a group’s territory, eg Beware! Here is ruled by The Storm’s Fist brigade, enter at your deathFor those of us directionally challenged, they could put (pop/FoD/cry, feast/cabal/crucible, mad/trial/maze) in the text.
One should work, one shouldn't. Ones a spell, ones a song. Two different types effects.Yet both examples are HoTs, where it works with one and not the other.
solid logic. just seems like a bit of text "shares cool down with" would make it intuitive.They used to be a single ability that you upgraded to AoE. The problem is many tanks didn't like that they lost a nice single target taunt in doing so. Sometimes you just want to pull a single mob off the main tank in a raid and sometimes you want to taunt a whole pack. Having the abilities separate lets tanks have access to both choices without having to respect their trees constantly. I assume SSG put them on shared cooldown because while they were willing to give us better on-the-fly utility, they didn't want to double our taunts per cooldown period.
Interaction with dragon lord aura.I've noticed an issue with Good Hope (not sure if spell based or simply the item) cast from the Necklace of Bottled Sunlight (level 5 version that I've currently seen it on), where as if cast on party members it continually flashes the animation above their head every 5-10 seconds until the spell duration wears off. Has any else experienced this?
The characters I noticed this affected of my fellow party members were a Fighter and Shadar-Kai Rogue