DarkstarProject / darkstar

DEPRECATED - FFXI Server Emulator - See Project Topaz
https://github.com/project-topaz/topaz
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Issues with Spikes #2095

Open Deadwing888 opened 9 years ago

Deadwing888 commented 9 years ago

1) Retail phalanx mitigates damage from spikes the same way it would a melee hit or magic spell. Darkstar phalanx seems to currently have no effect on spikes. 2) If a low level mob were to hit a high level PL with spikes, it should render the exp for this mob null for the party. (it currently does not) 3) Spikes do not seem to resist as much as they should vs higher level monsters (I'm sorry this is so vague) 4) Dread spikes should wear off after half of the caster's HP has been drained. (I'm told it does not) 5) Duelist's tights currently do not boost damage from spikes.

Hozu commented 9 years ago

Spikes has many issues, actually.

TeoTwawki commented 9 years ago

Spikes has many issues, actually.

@Hozu You should open us an issue report for all the things wrong with spikes. Bullet point list encourage.

Hozu commented 9 years ago

Oh I'm not sure I know of all of the issues, but I can ask around. What I do know is that gear that has spikes has a 100% proc rate, and the effect proc rate on curse "spikes" from gear is way too damn high. Dread spikes does not have an cap on the damage absorbed, though that wasn't too broken until SE made it last for 3 mins. I did not know about the phalanx issue, though.

TeoTwawki commented 9 years ago

What I do know is that gear that has spikes has a 100% proc rate,

What? I am certain that's not coded that way. Barring possibility somebody added new stuff and set the database entry for it wrong there shouldn't be any 100% rate gear (unless its retail 100%). There's a mod setting proc rate and the core code handling it hasn't been touched in like a year. https://github.com/DarkstarProject/darkstar/blob/master/src/map/modifier.h#L540

Maybe someone used wrong mod set (one is for gear, the other for the spell only - they are separate because if you use the wrong one the values stack).

Hozu commented 9 years ago

Dread Spikes should absorb up to 50% of the max HP the caster has upon casting it, before mods. Reprisal behaves in a similar manner and works correctly in that regard.

Due to the duration extension, DRK can currently loop Dread Spikes and becomes effectively immune to melee attacks.

https://www.bg-wiki.com/bg/Dread_Spikes

Hozu commented 9 years ago

Another issue with Dread Spikes - if you die to a melee attack with it active, you'll be healed afterwards and cause a zombie glitch.

bendangelo commented 9 years ago

I'll fix that zombie issue, it's a big issue.

Hozu commented 9 years ago

https://github.com/DarkstarProject/darkstar/commit/1559417cb47e932791e1d1479c8efe04bd9ce443 fixes the no cap to Dread Spikes. Other issues remain.

TeoTwawki commented 7 years ago

Self assigned, I'm 90% into reworking both spikes and additional effects.

2019 edit : spongebob 2 years later voice, still not completed. add effects mostly done in a branch but haven't gotten to spikes yet