ha, found it :)
your mage used magical bolt, in my play-through (normal...) the thing lived not long enough for bolts. It's the elemental damage fix: The program takes a look at the equipped staff to identify the damage class; but enemies don't have gear.
SOTW 0.8.9 - First Act Beta preview!
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renke_
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- yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!
It wouldn't live long enough for bolts if it didn't have its own private multiplier cap
nice catch though.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!
Ah yes I need to fix that for the enemies
thanks will correct it now!
- yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!
Is the lower damage cap intended though?
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!
The mage has no damage cap, simply higher resistances and magic so gets less damage than the other skeletons.
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renke_
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Re: SOTW 0.8.7g - First Act Beta preview!
when you fix this - could you, as the files are already open, define the message "normal damage: <number> modified damage: <number>" as debug only? The output clogges my console horribly ;)jack1974 wrote:thanks will correct it now!
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Re: SOTW 0.8.7g - First Act Beta preview!
Too late! Will do on next update (I'm uploading with a slower connection today since the fast wi-fi one is temporarily broken
)
- yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!
No no, that's not how it was explained. There's a multiplier of the base damage created by caster's magic compared to the target's magic, and that multiplier has a cap. In other words, you can get the same multiplier and thus the same damage against any monster, but the more magic they have the higher magic you need to have to get there. The skeletons all have 50% fire resistance, yet I can do the full 65 damage to any of them except the mage, who damage caps at 47. I cap at 65 against monsters with no fire resistance. The ratman cleric/mage have as much magic as the skellymage and I can reach the cap against them (doing 47-64). Clearly it's something to do with both high magic and resistance.
Update: Actually I cap at 69 against monsters with 15% resistance so clearly resistances are lowering the damage cap itself. Resistances should make the cap harder to reach, not stay out of my way and then rectally molest me after I've actually reached it.
I'm sure you don't wanna mess around with this now and I'm sure I'm quite alone in caring, but it's annoying when I try to make a cannon out of my druid and the most desirable target, the one that requires the MOST magic to hurt, has a practical diplomatic immunity to a oneshot, no matter how much +magic I get. The little fucker nukes my druid for 11. I should kill him by just thinking of him.
Update: Actually I cap at 69 against monsters with 15% resistance so clearly resistances are lowering the damage cap itself. Resistances should make the cap harder to reach, not stay out of my way and then rectally molest me after I've actually reached it.
I'm sure you don't wanna mess around with this now and I'm sure I'm quite alone in caring, but it's annoying when I try to make a cannon out of my druid and the most desirable target, the one that requires the MOST magic to hurt, has a practical diplomatic immunity to a oneshot, no matter how much +magic I get. The little fucker nukes my druid for 11. I should kill him by just thinking of him.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: SOTW 0.8.7g - First Act Beta preview!
Is a bit technical so hard for me to explain, but in summary (Anima can correct me if I'm wrong, I don't understand much of this myself tooyayswords wrote:No no, that's not how it was explained. There's a multiplier of the base damage created by caster's magic compared to the target's magic, and that multiplier has a cap. In other words, you can get the same multiplier and thus the same damage against any monster, but the more magic they have the higher magic you need to have to get there. The skeletons all have 50% fire resistance, yet I can do the full 65 damage to any of them except the mage, who damage caps at 47. I cap at 65 against monsters with no fire resistance. The ratman cleric/mage have as much magic as the skellymage and I can reach the cap against them (doing 47-64). Clearly it's something to do with both high magic and resistance.
Update: Actually I cap at 69 against monsters with 15% resistance so clearly resistances are lowering the damage cap itself. Resistances should make the cap harder to reach, not stay out of my way and then rectally molest me after I've actually reached it.
1) the attacker magic is compared to defender magic, the maximum damage multiplier is 2.0 (so that's the cap, but is the same for all attacks, melee, etc)
2) after that the resistances are taken into account. If I do 100dmg, and resistance is 15, should do 85% (there are other calculations but that's the biggest one)
3) then there's that damage reduction formula applied (49+dmg*.3)
I think your issue is with the 3rd point. I have tried a lot of times to change it, but every time broke the game
Well this is rock/paper/scissor, you could use a Thief ranged attack, or also hard encounters (if an enemy has high defense, high magic, is very hard to beat with one shot). So if a battle is too hard is a problem of that specific encounter and not in general of the game system/rules.yayswords wrote: I'm sure you don't wanna mess around with this now and I'm sure I'm quite alone in caring, but it's annoying when I try to make a cannon out of my druid and the most desirable target, the one that requires the MOST magic to hurt, has a practical diplomatic immunity to a oneshot, no matter how much +magic I get. The little fucker nukes my druid for 11. I should kill him by just thinking of him.
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renke_
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Re: SOTW 0.8.7g - First Act Beta preview!
edited to add: Sorry, I didn't saw Jack's reply. Delete this if you believe it's not helpful
@jack1974
take your time, it's such a small unimportant issue and can wait
@yayswords
I think you're a victim of the current damage calculation model. The magic of the skeleton mage is 25 % higher than the value of the archers.
This is what happens (totally unrealistic numbers, this should give you only an idea):
* your nuke base damage is used as a starting point of, say, 100
* magic resistance applied, you end with archers around 50 and with the mage at 45
* now take the formula (somewhere here in the forum) with 49 dmg as border between two models: below - modified=base damage, above - modified=49+base damage*.3
weighted damage:
archer: 49+50*.3=64
mage: 45
the important battles in act 1 are right in the sweet spot of the dmg model (weighted damage above base damage), with a few exceptions: you identified the mage
@jack1974
take your time, it's such a small unimportant issue and can wait
@yayswords
I think you're a victim of the current damage calculation model. The magic of the skeleton mage is 25 % higher than the value of the archers.
This is what happens (totally unrealistic numbers, this should give you only an idea):
* your nuke base damage is used as a starting point of, say, 100
* magic resistance applied, you end with archers around 50 and with the mage at 45
* now take the formula (somewhere here in the forum) with 49 dmg as border between two models: below - modified=base damage, above - modified=49+base damage*.3
weighted damage:
archer: 49+50*.3=64
mage: 45
the important battles in act 1 are right in the sweet spot of the dmg model (weighted damage above base damage), with a few exceptions: you identified the mage
