Hello everyone,
while experimenting with the Infusion system I found several probably unintended interactions:
-
If a blue item, weapons as well as armor, has an enchantment stat like +14% health and you infuse a gem with the same bonus, the value rolled on a gem will always copy the value from already existing enchantment on a piece of gear; in this case also +14% health.
On weapons it works in a similar way, however the + damage stat applies to all damage types. E.g a blue weapon with +11% heat damage will allways get + 11% from any gem with added bonus damage.
I could not observe this behaviour with purple items. -
This stat duplication bug also reveals there are stat caps on blue items. A headpiece with bonus focus gain rolled the same stats on a gem as described, with the expected value being 32% (2x16%). However the character stat sheet showed that this helmet only improves fucus gain by 25%. Thus the cap for focus gain on blue items seems to be at 25%.
A purple helmet with +29% focus gain enchantment and a +10% from a gem offered the expected increase of 39%.
Several blue chest pieces with dublicated +13%, +14% as well as +15% bonus health offered the same benefits. In all 3 cases health went from 110 to 136 HP. Stat cap for bonus health on blue items must be ~24%.
I am not sure if this interaction is intended.
EDIT:
After some further testing I have to say that my findings, especially under point 2 are incorrect.
After using even more ruby gems in armor pieces my results were not as consistent as anticipated. The UI still shows that bonus from the gems has the same value as existing enchantment, however the end results were wildly different. It is more likely that there is no cap on stats, instead the item UI shows a wrong value.
My new working theory is that gems roll stats randomly, as they supposed to, however the displayed value is from the enchantment and not the gem. This would make it a UI bug.
EDIT 2:
Thank you very much. Patch 2 fixed the UI bug and gem values are displayed properly now.