I've looked for the answer to this but for some reason I've not been able to find it. To what does Alien Weapon (from the Paranormal Investigator) scale to?
Latest patch changelog states otherwise: http://www.gaslampgames.com/2012/08/13/impending-patch-changelog/
Yeah, you are right. I blame that on me checking on copies I hold on my desktop which I forgot to update. And now that I know, they are up to date... So, getting back to the question of what do they scale to, they scale to magic power.
OK, so my warrior/crafter is going to just have to suck it up then I suppose. Thanks. Good to know for the future, in any case.
How much scaling? I know it's stronger if you have the Egyptian Magic Ra's Glyph out, but not how much damage it deals.
If anyone is still interested in this info (I was enough to look it up), it looks like it's +=(.1) (so [.3] split evenly between the three)--though I'm having a hard time spotting where in the spellDB.xml it defines that it scales to . I almost feel like it should scale to something else though, like or even , since Paranormal investigator is a Rogue skill that even has a self silence, which has counter-synergy with spells, which are what typically scale to .
Ever listened to someone who has claimed alien contact? Perhaps it should scale to the character's Stubborn refusal to admit they might be wrong...
is the default; before there was ever a "secondaryscale" or "primaryscale" XML tag, everything scaled to .
Nah, they just had a melee attack attached in addition to the effect, which confused a lot of people.
Spellpower is for scaling to. That's what it is for. Although for a timeout spell like Alien Weapon that cannot be spammed, it is not so bad to give that huge buff which is scaling to something else. It is not obvious why this is an enormous buff perhaps, it has to do with the fact that pumping up your spellpower severely limits your equipment options. Also despite the fact that it is a self silence, Paranormal Investigator in general and even that skill do more for synergy than anti-synergy. Essentially once you're out of mana from casting your deathly hexes, you enable Skepticism to tank the resulting self-damage.