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Sergeant
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Aug 9, 2019
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So I had this weapon equipped, the Imperial Sniper Rifle:
015409AE7491CC97CD2933E9790F4A2305B98944


I was checking out the difference between that and the Venom Sniper weapon I had just gotten:
6336E4E9E11C42E9B7B54BD94A5D1CAC0A2639F1


It seemed like the Venom Sniper's damage was lower by 1, but I tried it anyway, and...
AB392F4C169A4395F6DAA600ED914E110530BBAA

.. the damage of the Dispersing Gas Bomb secondary weapon decreased too. o_O

Here is a screenshot of the secondary weapon itself:
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So basically, equipping the Imperial Sniper Rifle increases the damage of the Dispersing Gas Bomb by 1.
The only thing I can think of that might have anything to do with this is the fact that the Imperial Sniper Rifle also grants the unit the Improved Overwatch skill - but the description of that skill only states that it gives +20% accuracy for shots fired on Overwatch.

So... does anyone have any idea why equipping the Imperial Sniper Rifle increases the damage of the Dispersing Gas Bomb?
The same happens with any other secondary weapon, by the way.

Edit
Since there's some talk about skills that might be affecting things, here is another screenshot with the hero's learned skills:
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Last edited:
there's some weird errors with the +ranged or +melee damage skills on heros. I'm guessing you have Ranged Specialist 1. The question is, why the hell is it going from 10 to 12 in the first place?
 
I think the damage boosts on heroes work based off the primary weapon. Like, "ok you have 20 damage and a 10% boost, that's +2" then it just applies +2 to every damage source. just a guess though...

wonder if it works on things like Consuming Gaze...
 
I think the damage boosts on heroes work based off the primary weapon. Like, "ok you have 20 damage and a 10% boost, that's +2" then it just applies +2 to every damage source. just a guess though...
I confirmed this:
Apparently wich primary weapon you use effects wich Skills apply to the secondary.

I tried it with Inessa in the Campaign. I gave her 3 Levels of "Ranged Specialist".
If she got the sniper, her 8 Grenade is buffed to 12
If I swap teh weapon out for the starting hammer, it drops to 11.

There are not other variables I can think off, as this is level 4, Turn 1, before the 1st move.

Edit: Nevermind. I also got a Rail accelerator in, that gave +20%.
Without that, there is no difference. And the example above had 0 mods.

It seems I need some more distinct weapons to test it with. Dangit, where are cheatcodes when you need them?
 
The question is, why the hell is it going from 10 to 12 in the first place?
Ranged Specialist does apply to grenade secondaries. As they are in fact a "ranged" skill. 10% per Level, with 3 Levels max.
Edit: Apparently Infantery Commander does apply to the Hero that has it, if he is still "light and ground".

They propably define it has:
"Ranged is Range > 1"
"Melee is Range < 2"
Wich would include the odd 0 range abiltiy as "melee".

The only odd thing is the corsstalk between the Primary weapon and secondary.
I think we need much bigger values to figure this out. Maybe 100 for each item? That should give us a handle on how big the discrepancy is.
 
The hero did have Ranged Attack 1, which is why it's supposed to be on 11 instead of 10 (it has a range of 3).
He did not have Infantry Commander.
Please note that the two weapons are both sniper rifles, so absolutely no change in weapon type.
 
Please note that the two weapons are both sniper rifles, so absolutely no change in weapon type.
Yes, I know. It was in the OP. The only differences are the damage channel (Bio vs Kinetik) and Damage (19 vs 20) wich makes the whole thing so damn hard to understand.

But some crosstalk between the Main Weapons damage bonus and the Grenades total damage seems likely.
 
Seems pretty obviously like a bug to me: since the primary and secondary are getting their bonuses from Ranged Specialist, it's using the base value for the primary weapon to determine the bonus for both the primary and secondary weapons, instead of using each one individually.

I would just report this.
 
Yes, I know. It was in the OP. The only differences are the damage channel (Bio vs Kinetik) and Damage (19 vs 20) wich makes the whole thing so damn hard to understand.

But some crosstalk between the Main Weapons damage bonus and the Grenades total damage seems likely.
I don't recall seeing a skill that enhances damage of a specific type, but I've now edited the original post and included a screenshot with the two skills the hero had at the time.

Seems pretty obviously like a bug to me: since the primary and secondary are getting their bonuses from Ranged Specialist, it's using the base value for the primary weapon to determine the bonus for both the primary and secondary weapons, instead of using each one individually.
This makes sense, but it's not it.
I just tested it a bit more, with a level 1 hero with no skills.
It still happens.
What's more, I compared it with the Smog Sniper weapon that I now have, which does the same 20 damage as the Imperial Sniper Rifle only in thermal damage, and that one does not grant the damage boost.
The only difference I can think of is the Improved Overwatch skill that the Imperial Sniper Rifle gives, but it still makes no sense.
I thought maybe it granted an unlisted damage boost, but if that was so then the main attack of the Imperial Sniper Rifle would be affected as well.
So now I seriously have no idea what's causing it.
Maybe using an imperial weapon makes them proud and they throw their grenades with increased vigor. =P

I would just report this.
I just did.
 
Besides Improved Overwatch the other thing I can think of is the fact that psi weapons ignore armor may have a hidden modifier in there that the secondary is picking up. Even an inverse one that should be opposite (i.e. psi weapons tend to have lower damage to compensate for armor pierce).
 
I don't recall seeing a skill that enhances damage of a specific type, but I've now edited the original post and included a screenshot with the two skills the hero had at the time.
I do not know of such a skill either. My hope was for stuff like a Edict, Empire Bonus or mod. But that last one is excluded by the screenshoot.

I jsut learned that apprently dvar got a +20% damage on Promethean (Plasma) weapons. So things like those do exist.
 
Oh, I see.
I hadn't thought of that.
Well, I didn't have any doctrine enacted that had anything to do with that, and besides, if the damage type had something to do with it then other weapons of the same weapon type would have the same effect, and I don't think they do (though admittedly I only had a limited arsenal to test this on).
Anyway, I did report this as a bug so let's just wait and see what the developers say. =)