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dtgreene: Item Potency (and another bug):
* The Full Potion's effect is doubled; this is only likely to matter if it's paired with Arcane Engine, allowing 198 MP to be restored at once. (Just add Focused Rage or Zohl Beam for massive damage!)
* (BUG) If the DLC is installed, recruited Kawa get an ability called Item Potency, which claims to double the effect of items, but it does not actually have that effect. (It does at least allow the Kawa to use items, however.)

Focused Rage and Zohl Beam seem to be about the same strength (assuming ATK and MND about the same), but Focused Rage can get a bonus for a back attack. Zohl Heal is stronger (probably due to ignoring defense); this can trigger Arcane Engine, though I do not know whether over 100% efficiency (which would allow exponential MP gain) is possible.
The recruited Kawa Item Potency should have been fixed with the last gog Patch (1.4.1a) it was incorrectly giving Quick Fingers before that.
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dtgreene: Item Potency (and another bug):
* The Full Potion's effect is doubled; this is only likely to matter if it's paired with Arcane Engine, allowing 198 MP to be restored at once. (Just add Focused Rage or Zohl Beam for massive damage!)
* (BUG) If the DLC is installed, recruited Kawa get an ability called Item Potency, which claims to double the effect of items, but it does not actually have that effect. (It does at least allow the Kawa to use items, however.)

Focused Rage and Zohl Beam seem to be about the same strength (assuming ATK and MND about the same), but Focused Rage can get a bonus for a back attack. Zohl Heal is stronger (probably due to ignoring defense); this can trigger Arcane Engine, though I do not know whether over 100% efficiency (which would allow exponential MP gain) is possible.
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Kalanyr: The recruited Kawa Item Potency should have been fixed with the last gog Patch (1.4.1a) it was incorrectly giving Quick Fingers before that.
So, what else changed in the patch? (I haven't seen a changelog anywhere.)

By the way, looking at the customdata_examples files, and with some testing, I figured out how Zohl Beam works:
* Multiplier is .1x + .4x/10 MP. So at 10 MP, it's .5, at 20 it's .9, and so on. (.1 and .4 are in the customdata, and could easily be changed with a mod.)
* Maximum damage multiplier for this spell is 10, which is also found (and changeable) in customdata. This is reached around 250 MP.
* Focus Fire will boost the damage by 50%, at the cost of only hitting a single target rather than a line.
* Zohl Heal works similarly, except that the constants are different (except for the multiplier cap), and it's not compatible with Focus Fire (since it's single target by default).
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Kalanyr: The recruited Kawa Item Potency should have been fixed with the last gog Patch (1.4.1a) it was incorrectly giving Quick Fingers before that.
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dtgreene: So, what else changed in the patch? (I haven't seen a changelog anywhere.)

By the way, looking at the customdata_examples files, and with some testing, I figured out how Zohl Beam works:
* Multiplier is .1x + .4x/10 MP. So at 10 MP, it's .5, at 20 it's .9, and so on. (.1 and .4 are in the customdata, and could easily be changed with a mod.)
* Maximum damage multiplier for this spell is 10, which is also found (and changeable) in customdata. This is reached around 250 MP.
* Focus Fire will boost the damage by 50%, at the cost of only hitting a single target rather than a line.
* Zohl Heal works similarly, except that the constants are different (except for the multiplier cap), and it's not compatible with Focus Fire (since it's single target by default).
It basically makes the GOG version the same as Steam version (1.4.1 with M&M 1.0.3) before this there was an issue that meant any updates that effect files specific to M&M (the ones in Fell Seal - Arbiter's Mark\Fell Seal_Data\StreamingAssets\assetbundles\dlc1) didn't actually get updated on GOG.
dtgreene I found this topic when searching for mechanics on the game. Great compilation!
I made an account on gog.com just to contribute! I want to add a few quirky things I found.

Elemental healing
*we know that damaging an enemy with an element resistance >100 heals them. say at 150 resistance, they will be healed for 50% of the damage
*Healing is also affected by elemental resistance
*when we use an ELEMENTAL HEALING attack against someone with the same resistance, it will damage them instead of healing! Example: Draekon with Sylvan variant and healing touch, will do a Fire attack that heals an ally. If that ally has 150 Fire resistance, they will take damage instead of getting healed!
*Draekon has passive Greed that heals and gives mana to the attacker based on damage dealt. Because this is a healing attack that dealt damage (as opposed to the expected healing), the attacking Draekon will take damage from Greed!
*There is no effect on mana gained and Greed. Draekon gets no mana when using healing touch? Weather it heals or damages it's target.

Versatile + Menagerie Pets
*pets that deal damage or heal at the end of the turn benefit from Versatile and will give you mana when they crit!
Post edited January 01, 2023 by Perfie666
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Perfie666: dtgreene I found this topic when searching for mechanics on the game. Great compilation!
I made an account on gog.com just to contribute! I want to add a few quirky things I found.

Elemental healing
*we know that damaging an enemy with an element resistance >100 heals them. say at 150 resistance, they will be healed for 50% of the damage
*Healing is also affected by elemental resistance
*when we use an ELEMENTAL HEALING attack against someone with the same resistance, it will damage them instead of healing! Example: Draekon with Sylvan variant and healing touch, will do a Fire attack that heals an ally. If that ally has 150 Fire resistance, they will take damage instead of getting healed!
*Draekon has passive Greed that heals and gives mana to the attacker based on damage dealt. Because this is a healing attack that dealt damage (as opposed to the expected healing), the attacking Draekon will take damage from Greed!
*There is no effect on mana gained and Greed. Draekon gets no mana when using healing touch? Weather it heals or damages it's target.

Versatile + Menagerie Pets
*pets that deal damage or heal at the end of the turn benefit from Versatile and will give you mana when they crit!
It's been a while since I've played this game, and it was before the patch that added the Drakeon, but this is certainly interesting information. It actually reminds me of what I encountered in Final Fantasy 7 (a game I actually didn't like, but that's another story), when trying to absorb HP/MP from healing magic, or Final Fantasy 6 with respect to runic.

I really do enjoy these weird mechanical quirks that come up in these games.