The Maximum HP Modifier effect has the option to update or not the current HP with the chosen modifier. If update is enabled, the item will heal the character everytime it's equipped. The not update option solves this, but at the expense of having the HP bonus vanish whenever a new area (or the game) is (re)loaded, so the item has to be reequipped for the bonus to work. Can something be done about this?
Kudos for the new release, BTW.
I don't fully understand this. Do you mean the max
Hp bonus isn't applied when loading the game? Are you trying to stack the effect? Could you give a concrete example and an actual item so I can test with?
I can tell you that equipped timings for % modifier (param2 = 2 or 5) do not stack properly because the base maxHP is used. I don't know if this is deliberate, but it does prevent 'order of operations' exploits when the modified maxHP is used.
For example, X.CRE has 100 max
HP. A.ITM gives +5 maxHP, B.ITM gives +20% maxHP.
1. If the % modifier uses the modified maxHP
If I equip A, then B -> (100 + 5) * 1.2 = 126
If I equip B, then A -> (100 * 1.2) + 5 = 125
2. If the % modifier uses the base maxHP
If I equip A, then B -> (100 + 5) -> 100 * 1.2 = 120
If I equip B, then A -> (100 * 1.2) + 5 = 125
Both methods don't match up. But it is safe to say that vanilla behaviour is that % modifier trumps both +/- modifier and set modifier for non-permanent timings.
Edited by Ascension64, 29 January 2011 - 09:00 PM.