Divinity: Original Sin 2

Divinity: Original Sin 2

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SrsBznz Jul 9, 2019 @ 11:09am
Sparking Swings - Inconsistent procs?
I've used it in all sorts of weird positions but have not found anything that guarantees success. A second enemy in my direct line of sight can stand anywhere from 2-8 meters away with nothing inbetween, not even a friendly character or random clutter and still fail to proc. Then in another instance the projectile travels ~13 meter through the back of my character to hit an enemy standing behind a railing on highground.

The only thing I can think of that would explain the mechanics of Sparking Swings is it only having a chance of sending out a projectile for each enemy hit. However most people seem to claim it's not random and entierly based on positioning.

Once there was a round where my first strike did not trigger Sparking Swings, but my followup attack did without changing my own position. This opens up the possibility that the proc first chooses a target, then decides if it's possible to hit said target or not before shooting out the projectile. As opposed to first checking for viable targets, then picking one at random.

The only mod in my list that directly affects pyrokinetics is Odinblade's overhaul but it makes no mention of changing Sparking Swings other than reducing its CD by 1 turn.
Last edited by SrsBznz; Jul 9, 2019 @ 11:10am
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Showing 1-3 of 3 comments
Chaoslink Jul 9, 2019 @ 2:45pm 
Not really sure to be honest. Sparking swings was to be the forefront of my next build, but I’ve not had any urge to play Divinity recently. That said, dual weapons should create two on regular attacks (abilities count as one strike usually) and cleave weapons create a spark per target hit. So dual cleave weapons... yeah. That was the concept anyway.
SrsBznz Jul 9, 2019 @ 3:10pm 
Originally posted by Chaoslink:
Not really sure to be honest. Sparking swings was to be the forefront of my next build, but I’ve not had any urge to play Divinity recently. That said, dual weapons should create two on regular attacks (abilities count as one strike usually) and cleave weapons create a spark per target hit. So dual cleave weapons... yeah. That was the concept anyway.

It's a good skill and fun to build around, even more so with Odinblade's mods since it adds elemental melee weapons that scale with intelligence. It also adds a similar lightning version so you can do that instead of fire.

But it's still a bit annoying not being able to 100% plan your strategy around it proccing.
Also can 1H weapons roll cleave damage? Don't think I've seen any, or maybe just not paid enough attention.
Chaoslink Jul 9, 2019 @ 3:45pm 
They might only be on uniques, though I feel like I saw them occasionally, but only up to 25%.

I do remember seeing a nasty clip of a fire staff mage using sparking and wiping a whole room of enemies in just a few attacks. Though I’m pretty sure it was pre-DE lone wolf.
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Date Posted: Jul 9, 2019 @ 11:09am
Posts: 3