Closed JeroonBosch closed 6 months ago
Issue as discussed on Slack:
But yea, I guess that still leaves me a bit confused how the vitality doubly matters: 10000 HP Jove means 10str Doom Of Jove = 0.1 of the 1.0 max strength, which means a flat 1000 vitality decrease (10%). 20000 Hp Jove means 10str Doom Of Jove = 0.05 of the 1.0 max strength, which means a flat 500 vitality decrease (2.5%) For the same 10% HP decrease you actually need 40 Doom Of Jove applied
Note that 10 strength "doomofjove" assumes a 100 vitality base human(?), and Jove has 100x as much HP. So the 10 strength is divided by the 100 to get an actual strength of 0.1 - which is also pretty unintuitive.
A solution should ensure the pylons indeed deal 10% vitality damage as the XML suggests:
<!-- 10% damage on jove to trigger effects and new states -->
<Affliction identifier="doomofjove" strength="10" />
My testing in-game was done, @Regalis11 mentioned on slack testing it also, so re-assigned this:
I think a more thorough and efficient way to check this would've been to make it compare the deserialized affliction to one that's been deserialized the "old way"
addition to "other vitality based problems with difficulty modifiers" https://github.com/FakeFishGames/Barotrauma/discussions/13735
Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/13713