Anonymous | Login | Signup for a new account | 03-12-24 06:58 CET |
Main | My View | View Issues | Change Log | Roadmap |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | |||||
ID | Project | Category | View Status | Date Submitted | Last Update | |
0001562 | SphereServer | executable - generic | public | 02-01-09 01:00 | 05-03-15 16:38 | |
Reporter | pyromapes2k | |||||
Assigned To | Coruja | |||||
Priority | normal | Severity | major | Reproducibility | always | |
Status | resolved | Resolution | fixed | |||
Platform | OS | OS Version | ||||
Product Version | ||||||
Target Version | Fixed in Version | 0.56c Nightly | ||||
Summary | 0001562: Res* damage reduction | |||||
Description | If Res* values (such as ResFire) exceed 100 they begin to decrease physical damage and as the value grows higher it instead starts increasing damage. Example: Tag.Firedamage = 100 //dealing 100 extra damage per hit Enemies ResFire = 100 Enemy Takes: 0 extra damage Enemies ResFire = 110 Enemy Takes: 0 extra damage and physical damage is also reduced Enemies ResFire = 500 Enemy Takes: 300 extra damage Enemies ResFire = 1000 Enemy Takes: 1500 extra damage Resfire needs to just count as 100 regardless after it reaches or exceeds the 100 mark. | |||||
Tags | No tags attached. | |||||
Nightly Version | 09-09-2008 | |||||
Experimental Flags | None | |||||
Option Flags | None | |||||
Internal Build Number | ||||||
Attached Files | ||||||
Notes | |
(0000173) dzhony (reporter) 01-03-09 08:48 |
On our shard, we have a slightly different solution ... if the resist is exceeding some value, instead of decreasing the damage to the creature, it would heal the creature. e.g. the fire elemental absorbes the fire of the fireball spell, which leads to increase the elemental's mass :) |
(0000178) pyromapes2k (reporter) 02-03-09 00:03 |
Yes, but if it starts increasing damage then res* stats cannot be used to do such a thing otherwise they would bug up. The only way to then do it is to re-script the entire thing yourself with the default option turned off. Shouldn't res* after 100 do nothing by default rather than having a third erratic effect? |
(0002723) XuN (developer) 05-03-15 16:38 |
Should be fixed with the recent changes on combat engine. |
Issue History | |||
Date Modified | Username | Field | Change |
02-01-09 01:00 | pyromapes2k | New Issue | |
02-01-09 01:00 | pyromapes2k | Nightly Version | => 09-09-2008 |
02-01-09 01:00 | pyromapes2k | Experimental Flags | => None |
02-01-09 01:00 | pyromapes2k | Option Flags | => None |
01-03-09 08:48 | dzhony | Note Added: 0000173 | |
02-03-09 00:03 | pyromapes2k | Note Added: 0000178 | |
05-03-15 16:38 | XuN | Note Added: 0002723 | |
05-03-15 16:38 | XuN | Status | new => resolved |
05-03-15 16:38 | XuN | Fixed in Version | => 0.56c Nightly |
05-03-15 16:38 | XuN | Resolution | open => fixed |
05-03-15 16:38 | XuN | Assigned To | => Coruja |
Copyright © 2000 - 2010 MantisBT Group |