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Does anyone remember the Skill "wraparound" issue in MM6?
12/21/2023, 22:11:37

    Ossie writes:

    I'm playing the Merge Mod and finding a weird anomaly when casting certain spells: the duration is far less than described. My Lich has 40+ Skill level in Dark Magic and the Moon Cloak from MM7, which shows a bonus of +21. When casting Pain Reflection (a MM8 spell, maybe MM7 as well, can't remember), the description says a duration of 1 hr + 15 mins per point of skill, which should result in a duration of 60+ hours - certainly 40+ hours. However, the duration is only one hour. If I remove the cloak - base Skill level now only 43, the duration *jumps* to 12 hours: still not the 40+ you would expect, but better than when wearing a Skill-boosting item.

    I appreciate this is mixing items and spells across different MM games, so there may well be a compatibility issue with the Merge Mod, but I seem to remember an issue with Skill levels essentially "wrapping around" at a certain point, and you essentially got a worse result once you went above a certain Skill level. Does this ring any bells with anyone?





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I don't have a distinct memory of this, but I can understand the coding error that would create this bug....
12/22/2023, 00:05:20

    Bones writes:

    I would have thought that the various coders who have re-worked MMs 6-8 would have corrected this, but I guess they overlooked it.

    I didn't find a reference to this bug on these pages, but I think I might have copies of our earlier Taverns somewhere. If I can find them I'll search for a mention and post my findings here.

    A 12-hour duration is what you'd expect with a skill level of 43.

    Duration = 1hr + (.25 hr * # skill points) = (1 + 10.75) hours = 12 hours with rounding.

    At level 43+21=64 you'd expect 1+(64/4)=17 hours, but the coding is completely ignoring the 16 hours from the skill points. I don't imagine that we can fix that, but I wonder what the maximum skill level is that the coding will recognize. Perhaps that info is in an old post.





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Thanks Bones. What's interesting is the.....
12/22/2023, 02:32:16

    Ossie writes:

    one hour duration, which should be impossible given "one hour plus xx" description. Clearly a coding error, but I thought I remembered various issues with the vanilla games on combining the "Of xx Magic" from Artifacts/Relics with "Increases effect of all xx spells" from other items




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I think I recall that as well. It might all come down to the same coding error.
12/22/2023, 08:33:17

    Bones writes:





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MM6 v1.0 issue.
12/22/2023, 21:17:04

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Try again
12/22/2023, 21:20:13

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Yes indeed – I know it well
12/28/2023, 11:56:38

    Peter2 writes:

    I play the v1.0 "vanilla" version of MM6. When I'm wearing Guinevere (x1.5 to mirrored path magics) and a ring of Dark Magic (x1.5 to Dark Magic) my sorcerer and cleric cannot have an inherent Dark Magic skill of more than 27 or else their effective skill levels metaphorically "fall off a cliff".




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Yeah that's what I'm seeing
12/29/2023, 22:48:54

    Ossie writes:

    Suggests a max "useful" skill level of 54 or 60, depending on whether each item adds 0.5 to the base level, or the items multiple.

    Did you find that will all magic skills, or just Dark?





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Start of thread said you were playing merge mod. As I remember...
12/31/2023, 00:22:21

    ragwort writes:

    merge mod requires GOG MM8 engine w/ Grayface patch. You might drop line to Grayface w/ example of issue.




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It's the same for all Magic skills
01/01/2024, 19:43:15

    Peter2 writes:

    But Dark is the one I concentrate on first, because of Shrapmetal. Once I must have had some particularly favourable rolls, because my (fully developed) party took out a hitherto undamaged Gold Dragon in three attacks. It never even got one attack in.




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I played around further
01/03/2024, 03:56:40

    Ossie writes:

    with more Artifacts/Relics, and the numbers changed. I'm not sure that they were ever as per the descriptions, but it seems to be specific to particular items or combinations




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