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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 3:33 pm
by jack1974
Ah yes they now cast Ice Spike :mrgreen: forgot about that lol

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sat Aug 02, 2014 1:15 am
by yayswords
Sudden Strike only does one instance of 5 SP reduction. Chalassa is dual wielding but the skill uses her bow anyway, could be the problem.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sat Aug 02, 2014 1:32 am
by Anima_
Attack specials don't activate on offhand attacks any more.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sat Aug 02, 2014 1:34 am
by yayswords
Yessss... then we need to change the description and maybe the skill too. At least it can't claim to cause 2x5 SP reduction :)

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sat Aug 02, 2014 7:23 am
by jack1974
Ah no I simply needed to put it back to 10SP as originally was :lol:

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sun Aug 03, 2014 6:31 am
by yayswords
Resistance is needlessly confusing. As I understand it, only half the damage of a spell or elemental attack will be matched against resistances. Like if your fireball does 100 damage (after the magic ratio contest), it's 50 guaranteed and 50 that is up for grabs for fire resistance to reduce. Meaning with 100% fire resistance, it will do 50 damage, with 50% it will do 75, with 30% it will do 65, etc.

If I got all this right there is a very simple change you can make so that the resistance % makes perfect sense. Just divide all displayed resistance values by 2. Don't change the actual values, just what's being displayed. Monster has 100% fire resistance? Divide by 2 for 50%. Fireball does 50 damage, which is exactly what you would expect. It has 50%? Divide for 25%. Fireball does 100*0,75=75 damage, again exactly what you'd expect.

I imagine this should be the least code-burdening way to do it anyway. 'cause like I said... it's needlessly confusing.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sun Aug 03, 2014 8:02 am
by jack1974
Hmm it's a bit more complex:

Code: Select all

                                strength = 1+self.user.getValue("Magic","Mainhand")*((100-pTarget.getValue(entry.cResist))/100.0)
                                tmp_magic_reduction= self.user.getValue("Magic")/(pTarget.getValue("Magic")+1)
                                if tmp_magic_reduction < 1.0:
                                    strength *= tmp_magic_reduction
though to be honest, it might actually work as you described. Not sure, too tired/confused to think right now :mrgreen:

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sun Aug 03, 2014 8:15 am
by yayswords
jack1974 wrote:too tired/confused
Get him while his magic is low! Nuke!

Well I think you said once that nukes do X damage plus another X that is reduced by resistance. Also it seems to be what I'm observing :) but I might try to read that orcish.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sun Aug 03, 2014 11:59 am
by renke_
afaik the code snippet above is only used for the calculation of the effects, not the direct elemental damage done by a honest-to-god nuke (or flaming sword or whatever)

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Sun Aug 03, 2014 12:11 pm
by renke_
found it: magic elemental damage is base damage + damage reduced by the actual resistance (so up to 100 %)

normal elemental attacks (melee, bow) are base damage + damage multiplied by (50-resistance)/100: resistance below 50 is used as malus, only above 50 % the resistance is working as expected (and lowers the additional dmg)