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post Dec 4 2009, 06:00
Post #101
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QUOTE(Boggyb @ Dec 4 2009, 00:40) *

I thought about that when I suggested an evasion counter, but I came to the conclusion that it would never happen because it would make DW absurdly overpowered.

I'm not saying for DW, I mean just for 1hand+shield (it probably would be overkill for DW, although it would be lots of fun). 1hand + shield doesn't get the 50% offhand (shield in this case) parry bonus that DW does, so all your parry will come from main hand and/or a tiny parry from 'of the nimble' shield. I mean, you have shields that have only block, shields with block+evade, and shields with block+parry. I think that shields with parry should be able to have counter act on parried attacks.

This post has been edited by DemonEyesBob: Dec 4 2009, 06:05
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post Dec 4 2009, 06:20
Post #102
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QUOTE(DemonEyesBob @ Dec 3 2009, 20:00) *

I'm not saying for DW, I mean just for 1hand+shield (it probably would be overkill for DW, although it would be lots of fun). 1hand + shield doesn't get the 50% offhand (shield in this case) parry bonus that DW does, so all your parry will come from main hand and/or a tiny parry from 'of the nimble' shield. I mean, you have shields that have only block, shields with block+evade, and shields with block+parry. I think that shields with parry should be able to have counter act on parried attacks.

I don't see how the system would be able to tell the difference between the shield parry stat and a persons overall parry stat. And are you saying that all 1h+Shield users should get a parry counter, or just ones using shields with parry?
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post Dec 4 2009, 06:24
Post #103
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QUOTE(Boggyb @ Dec 4 2009, 01:20) *

I don't see how the system would be able to tell the difference between the shield parry stat and a persons overall parry stat. And are you saying that all 1h+Shield users should get a parry counter, or just ones using shields with parry?

All 1hand+shield, thus no need to distinguish between shield parry stat and overall parry (I want the overall parry to be counted).
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post Dec 4 2009, 18:31
Post #104
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QUOTE(Tenboro @ Dec 3 2009, 12:48) *

Well, the "Ox" modifier on live adds 2-10 base points to the strength primary bonus, so it can be quite variable. But I've changed it to 5-10 on dev.


Yay! Are similar changes made for the other suffixes?

The higher, tighter ranges gives more meaning to the suffix, that 2.2 one was hardly worth the claim of Ox-ness, especially if a person was going for a lot of + STR.
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post Dec 4 2009, 19:17
Post #105
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QUOTE(Alpha 7 @ Dec 4 2009, 13:31) *

Yay! Are similar changes made for the other suffixes?

The higher, tighter ranges gives more meaning to the suffix, that 2.2 one was hardly worth the claim of Ox-ness, especially if a person was going for a lot of + STR.

I hope so, I've got some recommendations (IMG:[invalid] style_emoticons/default/rolleyes.gif) I hope it's retroactive too, giving less than new_range weapons a random value within the new range.

I'm probably going to stop offering trophies at the shrine till this is dealt with - I keep getting otherwise good longswords of the ox with like +3STR bonus T_T.
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post Dec 5 2009, 02:45
Post #106
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@Tenb: OK, I'm pretty sure I've got enough sample data for you to figure out why the log message that PA has expired is happening after I kill a mob even when it shouldn't have expired at that time. Sorry for DP, but it's a completely separate thing from the previous post (obviously).

Mainhand Proc: 3 Turn Penetrated Armor
Offhand Proc: 2 Turn Bleeding Wound

QUOTE

2 9 You are Victorious!
2 8 The effect Penetrated Armor on Mantitcore has expired.
2 7 Mantitcore has been defeated.
2 6 Bleeding Wound hits Mantitcore for 160 damage.

2 5 You parry the attack from Mantitcore.
2 4 Mantitcore gains the effect Penetrated Armor.
2 3 Mantitcore gains the effect Bleeding Wound.

2 2 Your offhand hits Mantitcore for 603 slashing damage.
2 1 You hit Mantitcore for 1116 soul damage.



QUOTE

1 9 You are Victorious!
1 8 The effect Penetrated Armor on Cockatrice has expired.
1 7 Cockatrice has been defeated.
1 6 Bleeding Wound hits Cockatrice for 160 damage.

1 5 Cockatrice misses the attack against you.
1 4 Cockatrice gains the effect Penetrated Armor.
1 3 Cockatrice gains the effect Bleeding Wound.

1 2 Your offhand hits Cockatrice for 526 slashing damage.
1 1 You crit Cockatrice for 1224 soul damage.



QUOTE

7 9 You are Victorious!
7 8 The effect Penetrated Armor on Blue Hedgehog has expired.
7 7 Blue Hedgehog has been defeated.
7 6 Bleeding Wound hits Blue Hedgehog for 160 damage.

7 5 Blue Hedgehog misses the attack against you.
7 4 Blue Hedgehog gains the effect Penetrated Armor.
7 3 Blue Hedgehog gains the effect Bleeding Wound.

7 2 Your offhand hits Blue Hedgehog for 638 slashing damage.
7 1 You crit Blue Hedgehog for 1307 soul damage.



Step 1: Get both mainhand and offhand procs to activate on the same turn.
Step 1.5: Evade/Resist/Block/Parry the enemy's attack that turn (probably not necessary, but kinda cool that it happened in all three of these cases).
Step 2: Bleeding Wound kills the monster at the end of that turn.
Step 3: Get incorrect message saying Penetrated Armor has expired.

I'm guessing it has something to do with the point of the turn in which PA is actually activated/counts down..

On a different note, if my mentioning this ends up causing some horrible change like with Bleeding Wound I swear I'll stop playing T_T

EDIT: OK, either I missed a factor or one of the steps I mentioned above is wrong. Note that the mob still bled to death and everything right after PA got re-proc'd (I think that might be it, actually).

QUOTE

11 6 The effect Penetrated Armor on Manthra has expired.
11 5 Manthra has been defeated.
11 4 Bleeding Wound hits Manthra for 160 damage.

11 3 You evade the attack from Manthra. --- Note the dodge before the bleed2death step
11 2 Manthra gains the effect Penetrated Armor. --- I don't know if this extra PA is why it happened even a turn after the double proc...
11 1 You crit Manthra for 2291 soul damage.
10 7 Regen II restores you with 222 points of health.
10 6 Bleeding Wound hits Manthra for 160 damage.
10 5 Manthra hits you for 234 slashing damage.
10 4 Manthra gains the effect Penetrated Armor.
10 3 Manthra gains the effect Bleeding Wound.

10 2 Your offhand hits Manthra for 480 slashing damage.
10 1 You crit Manthra for 1358 soul damage.



I'm guessing now that it doesn't need to die that turn, but that it either needs both procs on the same turn, or that it needs to bleed to death... Damn this put a bit of a dent in my first theory. I'm thinking that (at least for cases) it's because PA is getting proc'd the turn that they die... or something. Idk anymore, I'm just throwing this stuff out there.

Edit2: I'm officially completely confused and don't care anymore :\

QUOTE

12 3 You are Victorious!
12 2 Zombie Cow has been defeated.
12 1 You hit Zombie Cow for 1808 soul damage.
11 4 Zombie Cow gains the effect Penetrated Armor.
11 3 Zombie Cow gains the effect Bleeding Wound.
11 2 Your offhand hits Zombie Cow for 516 slashing damage.
11 1 You crit Zombie Cow for 1362 soul damage.


It should've happened there (even though it shouldn't happen) but it didn't. I just don't know anymore T_T Maybe it needs to die from the bleed. Who knows.

This post has been edited by DemonEyesBob: Dec 5 2009, 04:04
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post Dec 5 2009, 03:02
Post #107
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I've had multiple things expire after an enemies death though I don't have logs nor do I really remember what they were since it was a day or two ago...
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post Dec 5 2009, 03:24
Post #108
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QUOTE(Boggyb @ Dec 4 2009, 22:02) *

I've had multiple things expire after an enemies death though I don't have logs nor do I really remember what they were since it was a day or two ago...

Sometimes it's supposed to, but with these instances PA is expiring the turn that it procs, which obviously isn't supposed to happen.
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post Dec 5 2009, 04:47
Post #109
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What's the problem with PA expiring when the monster dies? Isn't it supposed to work that way, so you don't get things flashing on dead enemies? It looks to me like the bug (if you can call it that) is that it doesn't expire when the monster dies as a result of your action.
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post Dec 5 2009, 04:53
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QUOTE(Sayo Aisaka @ Dec 4 2009, 18:47) *

What's the problem with PA expiring when the monster dies? Isn't it supposed to work that way, so you don't get things flashing on dead enemies? It looks to me like the bug (if you can call it that) is that it doesn't expire when the monster dies as a result of your action.

The point seems to be less that it expires, but more that it tells you that it expires. It does not need to because the enemy is obviously dead and it does not tell you that everything expires when an enemy dies.
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post Dec 5 2009, 04:54
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Well it doesn't matter in terms of the game but bob likes the log to actually have all the right stuff in it... IE him getting bleed moved to the end of the turn...
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post Dec 5 2009, 05:01
Post #112
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QUOTE(uth @ Dec 4 2009, 23:54) *

Well it doesn't matter in terms of the game but bob likes the log to actually have all the right stuff in it... IE him getting bleed moved to the end of the turn...

Yes, way to remind me. That was actually based on a question that had consequences in game play because of the order of procs and turn stuff, I didn't expect him to fuck up bleed because of it. Now I'm just bored getting crappy equipment and waiting for a new update, so I'm nitpicking (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Dec 5 2009, 05:15
Post #113
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I tried some things, and it seems just to be a log issue. I got it to do this btw:

3 8 The effect Penetrated Armor on Scary Ghost has expired.
3 7 The effect Bleeding Wound on Scary Ghost has expired.
3 6 Stop kicking the dead horse.
3 5 Scary Ghost has been defeated.
3 4 Searing Skin hits Scary Ghost for 89 damage.

Neither PA nor BW were due to expire that turn, so it must have been the Searing Skin that did it. It doesn't seem to happen if the monster is Poisoned to death though.
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