just some interesting info cause i wanted to see if i could "force" certain combinations,

I added only 4 types to roll for all 3 table slots, I wanted to see if it's possible to get double damage increasing bonuses, and it's not. Something somewhere tells it what is and isn't a valid gem combination even when they're the only options.
the result:
it rolled a tier 3 gem (supposed to have 3 skill slots, but only had 2 of 3 skills filled)
So be careful with what skills you add, as invalid combinations most likely lead to invalid data.
still not sure where these rules are for what can and can't roll together.
Cissa90 wrote: ↑Sat Jun 07, 2025 7:19 am
ScallywagBeowulf wrote: ↑Sat Jun 07, 2025 6:59 am
I honestly might just be confused, but how do we make sure the effects we add "stick", to say? Like I added increased bow power as a test with Ironeye and it did not seem to increase the damage number in any way. I imagine there is a way to make it so the relics are activated, but I'm not sure how to do it.
There is no guarantee all effects are fully functional. But they are in the game code. Trial and error, or wait till you get a relic with desired effect, and see what ID it gets. Really all there is to it.
Another note is, the "imrpoved damage" per weapon is not very strong. Bow gives an flat +3 damage on each hit. But the improved damage on 3+ equipped gives a much higher boost.
while this is true, you can have "improved bow attack power" on 3 gems, whereas you can have "improved damage on 3+ equipped bows" on only 1 gem (effect doesn't stack).
Optimal dps gems setup for damage would prob be:
(anything)
improved damage on 3+ equipped bows
Dexterity +3
(anything)
improved bow attack power
Dexterity +3
(anything)
improved bow attack power
Dexterity +3
for the (anything) i'd recommend [Ironeye] skill increases, or "vigor +3"
it's not really noticeable since you can't see your own stats normally, but having more flat stats increases base defense just like it does in any souls game.