>>713089570Known bugs: When it comes to Defender’s Resistance Modifiers, normally an attacker’s weapon damage type should be used to check which of the defender’s resistance values to use. For example, an attacker’s slashing weapon should use the defender’s slashing defense, an attacker’s crushing weapon should use the defender’s crushing defense, etc.
The bug is that for defenders, instead of using the corresponding defense values, the defense value used is dependent on the weapon used in the defender’s primary hand. For example, if the defender is wielding a hammer in their primary hand (crushing damage), their crushing resistance will always be used regardless if they are attacked by crushing, piercing, or slashing weapons. Players can abuse this by just focusing on one damage resistance type (e.g. crushing resistance for characters wielding crushing weapons).
Known bugs: Currently, spellcasters don’t get to apply any bonuses (including elemental damage bonuses) from their weapon if they are either wielding a two-handed weapon or wielding a one-handed weapon and nothing in the offhand.
This is circumvented by having another item (e.g. shields) equipped on the offhand (bonuses on the offhand will not apply). For RT-saving (and AI team builds) purposes, consider using a generic Cursed Dagger (i.e. no units sacrificed to modify the weapon) on the offhand.
https://docs.google.com/document/d/1Q1nUEH7xD8XE-IdUpVs5qUvJSN9FECzeWQR_aRE-aEE/edit?pli=1&tab=t.0
There is more too. As well as tooltips and stats showing you they change but actually doing nothing at all.