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Still, the first moment we saw that Orphan of Kos looking thing on the beach gazing towards the ocean with dead leviathan-class voidwoken around it? Unforgettable.
Thanks for the experience. There are not many mods like this that add encounters in a creative way.
The missing statuses is something that I can't change, sadly. As far as I know, there is a limit to how many instances of the same status are retained when the game is reloaded.
1. Yes, it will revive them again. The skill has a short cooldown, but a very high priority, so it will use it again.
2. Remember how it worked for the first Epitome? If not, try reading the phantasms' status descriptions.
The other summons work differently, but they don't interact with the recovery status. Again, try reading status descriptions. :)
About the battle I still have some questions:
1. Will ASCENDENT revive Epitomes again and again? Since one have to kill Epitomes to lower ASCENDENT's resistance.
2. Can you provide detailed conditions of ending the recover of ASCENDENT? I have killed PH4N745M41 and another summons(I forgot the name, It looks like a deer), but nothing happened to ASCENDENT, he still recovered all armor and health every turn, it that normal?
I've looked into the statuses changing on reload, and I think I found what may have cause the issue. One of the Ascendant's scripts was missing a secondary "IF" condition. If it keeps happening, please tell me. Uploading the patch now.
As for killing it:
The Divine Ascendant has a combination of many of the mechanics of the other Epitomes. Counter the allies it revives and the phantasms it summons to lower its resistances and reduce its recovery.
These mechanics only work while it has the "8!r7h 0f a God" status.
It is an especially difficult encounter, and it is meant as a severe challenge. :)
When I load a save from the middle of this battle, 8!r7h 0f a God and !mp3rf disappeared and status Ascendent showed up again, I don't know if it is a bug or it conflicts with other mods.
There is another chance at their skills, but you cannot gain their runes again.
Alongside its unique loot, the 5th Epitome drops all four Source Skillbooks again.
The bosses are all carefully designed around the areas they appear in. Facing the 1st superboss with more skill options than in act 1 would be a very different fight.
Additionally, editing the campaign maps hasn't been possible since the "Relics of Rivellon" released. Unused spaces in the game are very rare. I wouldn't even know where to place them for repeat encounters.
I am so upset now, it feels like I have lost too much...Is there any chance to battle with them again, in Arx, with higher level of them and more challenging, just like GraveWalker Class did. Also it gives the second chance to those who have missed the boss in the first three Act, I think I may be a good idea. Thanks very much.
One of my other mod (Gravity Magic beta 1.0) have the similar situation, boss in this mod drops the weapen that they should not drop, but they also drop their unqiue skill books, so I can ignore it.
Bosses in my another mod GraveWalker can drop all things correctly.
I have installed over 30 mods, but I have played most of them before, so they should be right.
But one mod is an exception, Unique Loot Drops, I suspect this mod is the reason for all this, I guess it changes the drop rules, and I haven't used it before, this is the first time.
The "Scorched Anodyne" in act 2 should drop a "Badaboom Skillbook".
The "Pursuant of Divinity" in act 3 should drop a "Let Fly Skillbook".
I have never encountered this bug.
What did they drop?
Did they drop their unique runes that grant their skills?
May I ask for your mod list, so I can try to replicate this?
Also, are you sure it was these two enemies, and not the "Paradigms" from my other enemy mod?
Yeah, sure!
The first Epitome has a status that heals it by a ludicrous amount each time it takes a turn.
Removing its summons via the listed statuses will lower this recovery for each summon destroyed this way.
You can repeat this process to either lower its recovery to the point where you can inflict meaningful damage, or disable it completely by using the removal mechanic often enough.
Be wary that the weaker the recovery, the stronger the Source skills the boss has access to.
A brief warning: should the boss exit combat, its recovery is reset.
There are ways to apply some of the statuses that counter the summons via blessed surfaces, and adding to the outer edge of a blesses surface will reset its duration to the default maximum.
If you choose to completely disable its recovery, then you can use certain CC statuses to keep the boss controlled without triggering its Perseverance.
I hope this helps! :)