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Weapon "abilities" not working as they should!

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J

J_Slash

Forum veteran
#1
Nov 2, 2008
Weapon "abilities" not working as they should!

I don't know if this is a bug, so i thought i'd post here.Basically, all effects on witcher weapons (weapons associated with witcher styles, which are all swords in the game) are not working. This is my 4th time through the game and i have never, not once, caused Knockdown, Incineration, Blinding, Stunning, with a sword. All other weapons are working fine, Daggers cause pain and poison, Clubs cause knockdown...Damage is working correctly though, i think just the effects that falls into the categories of "EffectIntensity" and "EffectBaseIntensity" are not working, i think they somehow get overridden by the effects of witcher styles, eg: Pain, Bleeding, and Knockdown.So what is this?? ???
 
U

ulteriormodem

Senior user
#2
Nov 2, 2008
Well to begin with your not going to incenerate someone with a weapon.
 
J

J_Slash

Forum veteran
#3
Nov 2, 2008
Then, why does the three Sun Rune Silver sword have 75% chance of incineration and blinding!!? ;D
 
S

st_ghost

Forum veteran
#4
Nov 2, 2008
These are for the 4th level abilities of each weapon style only. Once you get level 4, hold down attack to get it.
 
J

J_Slash

Forum veteran
#5
Nov 2, 2008
Well, at first i thought that the weapons just increase my chances of causing the effect with an ability, for example, the three sun rune silver sword would greatly increase the chances of Igni causing incineration, which is similar to what you say. But in this playthrough, it was my first time to use weapons other than swords, i picked up an order battle hammer, and to my surprise, i'm knocking down everyone, with just two blows!Besides, The 4th level powerups of witcher styles, already have a pretty high chance of causing effects.I checked the LUA files, and the effects for both kind of weapons, are similar, there are no "conditions" for the effects on swords, so they should work the same way.
 
S

st_ghost

Forum veteran
#6
Nov 2, 2008
Consider that the base chance of incineration with a silver sword is 0%. Now increase that chance by 75%. You are still at 0 ;)
 
J

J_Slash

Forum veteran
#7
Nov 2, 2008
That should apply to all weapons then, not just the swords!Ok, forget incineration, an easier example is knockdown, the difference between the battle hammer and the three earth rune silver sword, is just the amount of the multiplyer, otherwise, it's the same effect, written the same way, i've increase the multiplyer for the silver sword to match that of the hammer, still doesn't make any difference, i copied the effects of the sword to the hammer, and the hammer still works, not with the same frequency, but still works properly. It just doesn't make sence.If what you say is true, then the effects on the swords are practically useless, and one should go for the direct damage instead.EDIT: I checked the style powerups, and i didn't notice any difference in their effects, or their frequency, when i change the weapon i have. I tried with plain witcher silver and steel swords, different meteorite and rune swords, and even other weapons, the effects of the powerups doesn't seem to be affected by stats on the weapons!Did anyone notice such a thing, or am i having a weird bug??Also an "Official" explanation on this subject might be nice, i haven't seen this explained anywhere else.Thanks :)
 
S

st_ghost

Forum veteran
#8
Nov 2, 2008
Just like Geralt, monsters have resistances too, which is where the boni help.
 
J

J_Slash

Forum veteran
#9
Nov 3, 2008
Believe me, this has nothing to do with resistances, i'v tried most weapons with the same monsters, and npcs, and it's always the same result! Effects on swords don't work! Maybe i'm the only one having this problem, but i assure you i have tried almost all possibilities, including editing the effects in LUA files (the ones we can decompile anyway), and it's always the same. :wall:This is really screwing with my head, to the extent that i'm physically unable to play!! :whatthe:CDPR, Please, I'm in dire need of assistance!!
 
O

olusegun

Senior user
#10
Nov 3, 2008
I've caused knockdown, pain, etc with every one of the swords I've used...
 
M

Murrdox.300

Senior user
#11
Nov 3, 2008
For Daggers, Clubs, etc - There is no style associated with the weapon. If the weapon says "30% to knockdown", then you have 30% to knockdown. That's just it.For Witcher Swords - The weapon provides bonuses to the style. So if you are using a style that is "50% to knockdown" then you have 50% to knockdown. If you then add a sword property that is "20% to knockdown" then this would increase your knockdown to 60% knockdown. However, if your style is "0% knockdown" then the sword property of 20% knockdown doesn't help you.This is at least how I understand it should work. Plopping "20% knockdown" on a sword doesn't mean that's what you get. It just modifies the style. Is this correct?
 
S

st_ghost

Forum veteran
#12
Nov 3, 2008
That's how it is.Personally I prefer swords and potions that give +critical (precise) hit, as you can run around in group style and be quite a killing machine even against lone opponents.
 
M

Murrdox.300

Senior user
#13
Nov 3, 2008
Oh is THAT what precise hit does? I always meant to look it up, but I haven't bothered yet, I just assumed that "Precise Hit" was "good" and that I wanted it. So that's what critical hit is... okay now I want it even more. :)Thanks for the tip!
 
S

st_ghost

Forum veteran
#14
Nov 3, 2008
Not sure about the exact numbers, but when it activates, you do about 33%-50% of the enemy's max hp in damage or so.
 
J

J_Slash

Forum veteran
#15
Nov 3, 2008
I've looked at the file "m0_opponent_att.lua", and it seems you're both right, The effects seem to be defined in the styles themselves, so you cannot give a weapon en effect that is not previously defined in the style it uses. But according to this file, daggers aren't supposed to have poison effect, yet there is the "assassin's dagger" that has the effect and works fine, so i'm still confused.I can't tell for sure cause we can't decompile the original LUC files ("npc_att", "opponent_att", and "witcher_att"), so i can't see how witcher styles work.
Murrdox said:
For Daggers, Clubs, etc - There is no style associated with the weapon. If the weapon says "30% to knockdown", then you have 30% to knockdown. That's just it.
Click to expand...
Other weapons have styles too, but you can't see their names on screen as you play, and you can't choose them, they are chosen by default for the weapon associated with them.
 
J

johnjsal

Senior user
#16
Nov 20, 2008
This is an interesting topic. Let me see if I got this right:If, for example, you use rune stones on a silver sword that give the sword +50% to pain, this doesn't mean that the sword itself, in any style, will give the status condition Pain half the time. Instead, it means that if you use a style which inflicts Pain, then the chance of that style inflicting the condition is increased by half?I really wish stuff like this was explained in the manual!
 
S

st_ghost

Forum veteran
#17
Nov 20, 2008
Yes that's how it is.
 
S

scrobes

Senior user
#18
Nov 20, 2008
JohnJSal said:
I really wish stuff like this was explained in the manual!
Click to expand...
Totally agree with you on that one. Like, when you see your base stats like Dexterity giving +10% parry, +10% dodge or whatever, it makes me wonder what my *base* value of parry is, etc. Or if the +% is additive or multiplicative (I think I got that right, I'm no mathematician!)
 
J

johnjsal

Senior user
#19
Nov 20, 2008
Scrobes said:
Scrobes said:
I really wish stuff like this was explained in the manual!
Click to expand...
Totally agree with you on that one. Like, when you see your base stats like Dexterity giving +10% parry, +10% dodge or whatever, it makes me wonder what my *base* value of parry is, etc. Or if the +% is additive or multiplicative (I think I got that right, I'm no mathematician!)
Click to expand...
Yep, there so much "under the hood" stuff, thankfully we have this forum! In the case of percentages, at least we have the understanding that it's a percentage increase on *some* value, even if we don't know what it is. In the case of the talent that gives +5 armor, that one boggles me because I didn't know this game even *had* a concept of "armor"! :)
 
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