Yes i guess it would be a cleaner solution. If Salan hears us !
Though it would seem the respec npc does not trigger this bug. So the easiest option might be to remove the potion so that you don't have to correct all possible skills across the board, and instead remove the 3 skill limit on the respec npc.
I have the same issue with my Druid class that I created. I'll see if I can find a solution and if I do I can share the solution with Salan to see if we can get it fixed for all classes. My Druid also has skills that are "proc'd" from other skills. What I have seen is that before I changed the skill from "NORMAL" activation to "PROC" was that the skill bar on right-click showed many instances of my additional skill (the one that is fired from another skill based on an event). So what may be happening is that TL2 is actually adding that skill to the player as a level one skill. Every time that skill is called, the player gets another 1-point skill. When you respec you character, all those 1-point skills then get added into the skill point pool and you have way too many. I'll need to see if I can find the TL2 bug that is causing the skill to be added to the player instead of just being cast. I may not look into it right away, but I'll hopefully try soon. If I fix it for the Druid, I can hopefully patch the other classes and send that patch to Salan.
I did a bit of playing around with GUTS and here is what I found with my Druid:
- If a skill is referenced by another skill, it will add 1
- If a skill procs another skill by a triggerable it will add 1 the first time
- If an affix calls "CAST SKILL" it severely messes up the skill count (+30 in my test for the first cast)
One fix that I found works for issues 1 and 2 is to add the skill to the player file as a level 0 skill that is not enabled. When I did that, no matter how many times I called "resetskills" in the console, it always went back to 100. I have yet to find a solution to #3.
Example of what is causing #1:
This reference to the skill DRUID_FURY_DUMMY (even when not triggered, as in the case of this skill) will cause 1 skill point to be added each time the skill is reset. By adding DRUID_FURY_DUMMY to the Druid base class DAT file with level 0 and not enabled, the issue no longer happens.
An example of issue #2 is to have a triggerable like:
<TRANSLATE>DESCRIPTION:Gain Health on Crit
Adding DRUID_HUNGER_PROC to the druid base class DAT file with level 0 and disabled prevents the extra skill point from being added onto the character.
I tested all the base classes in GUTS (without synergies) and all work fine with "resetskills". Basically we just need to find the "bad way" of invoking other skills from skills and either patching them or implementing them differently so that skills do not get added to the player, but are only cast from the player.