u/AnalysisParalysis85

My experience is that going into a 40 CL build doesn't give you additional spell slots.

For example a wizard 20, arcane trickster 10, lore master 10 should grant you way more than the 4 per spell level you get as a level 20 wizard.

Is there a mod for this?

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u/AnalysisParalysis85 — 8 days ago

So basicalyl I wanted to do a gestalt as an School Savant (Arcanist) Rogue into Arcane Trickster, basically dropping Rogue to get to 30 caster level the easy way.

Turns out that doing so really messes with the spell book, which unlike Sorcerer, that simply gives you the additional spells, both spells known and how many you can cast, that you are supposed to have at that specific level without second thought. The progression for Arcanist completely different though, advancing so quickly through the levels apparently skips most of the background calculations and you'll end up with only two prepared spell slots per level.

So I was wondering if anyone knew about some workaround? Ideally there would be some button to "recalculate" those values based on your current level or something.

Somewhere in the files there should be a variable that handles this which I could maybe edit through ToyBox.

Anyway, thanks for reading.

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u/AnalysisParalysis85 — 15 days ago
▲ 119 r/Stellaris

Let's say you have cloud lightning which has 100 percent armor and shield penetration.

But the enemy has 5 genius armorer councilors, so they get 100 shield and armor hardening.

That would cancel each other out.

However now you also have some weaver wave makers so your weapons have additional armor and shield penetration.

In this scenario would that mean that you still get 25 penetration (sometimes on some ships)?

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u/AnalysisParalysis85 — 16 days ago