The “Unstable” node reads
- “You Zap more enemies each time it is cast but zap expends more charges.”
The “Unlimited Power” node reads:
- “The Overload node now casts Lightning Blast instead of Zap. Overload expends additional charges equal to 5 plus Lightning Blast’s mana cost and also consumes mana equal to Lightning Blast’s mana cost”.
First, “Unstable” actually causes additional hit targets to consume added charges. So by default, with no discount, a zap costs 10 charges against a single target. With one node in unstable (40% + 1 additional target) zap now costs 14 charges against a single target and 28 charges against two targets. If someone happened to take all 4/4 unstable it would take 30 charges against a single target or 150 charges against five targets. I presume it is a bug that the expense is happening PER TARGET rather than just per cast. Otherwise no one would ever want to take Unstable especially more than about 1/4 point. The per target modification makes it a downgrade to spend points here against a single target and absolutely drain all your charges against multiple targets - it’s a really bad node if this is a intended mechanic.
The second bug appears to be either a wording error on unlimited power or a bug. Unlimited power still expends charges equal to the normal zap cost AND what is listed on the description. Therefore it will have 5 more base charge cost (10 base - 5 discount that you have to take to path to it). A 0 mana lightning blast will expend 10 charges. It implies “additional” so this might be an intended mechanic… but that brings me to the last bug:
If you take both nodes (40% cost+added targets AND lightning blast) you get NO BENEFIT but it will cause a 40% increase in the entire cost of the lightning blast, not just the zap cost. By default one node in each will make a 0 mana lightning blast take 14 charges ((10 base - 5 discount + 5 unlimited)*1.4). Either unstable should cause multiple lightning blasts + cost increase, or say that it isn’t compatible. (Edit: Not bugged)