Several changes to Arcane Acuity to make it less overpowered, while still providing consistent value. Includes versions capping Arcane Acuity at 3 or 5.
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Changelogs
Version 1.0.0.16
Gloves of Battlemage's Power now resemble the new Patch 8 version, but with only 1 stack per trigger. My version requires an actual weapon attack roll so doesn't trigger from Shadow/Flame Blade or Divine Smite. All items now only give Arcane Acuity in combat, to prevent pre-stacking.
Arcane Acuity is now capped at 3 (or alternative version capped at 5).
All items that add Arcane Acuity now only add 1 stack at a time e.g. Helmet of Arcane Acuity adds 1 Arcane Acuity per weapon attack. This does not affect the elixir.
To compensate, Arcane Acuity is no longer lost each turn. You also now only lose 1 stack after taking damage, and only if you fail a difficult Constitution saving throw (18 DC). However, it can now be lost from all types of damage, rather than only weapon damage as in the original code.
Arcane Acuity is now removed at the end of combat, or if you are incapacitated, downed, stunned, or made prone. You can only gain Arcane Acuity during combat.
This is now updated to the Patch 8 version of the Gloves of Battlemage's Power, however it is implemented slightly differently so that it requires a weapon attack roll to trigger the effect, and will not work with Shadow/Flame Blade or Divine Smite. This is partly because of a bugged interaction with the gloves and Shadow/Flame Blade in the current unmodded game, and partly to keep them closer to the mod's original version.