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Server emulator for FFXI
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Issues with Spikes #45

Open topaz-bot opened 4 years ago

topaz-bot commented 4 years ago

Issue by Deadwing888 Thursday Sep 17, 2015 at 22:59 GMT Originally opened as DarkstarProject/darkstar - Issue 2095


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.

topaz-bot commented 4 years ago

Comment by Hozu Friday Sep 18, 2015 at 00:25 GMT


Spikes has many issues, actually.

topaz-bot commented 4 years ago

Comment by TeoTwawki Friday Sep 18, 2015 at 21:35 GMT


Spikes has many issues, actually.

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

topaz-bot commented 4 years ago

Comment by Hozu Friday Sep 18, 2015 at 21:57 GMT


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.

topaz-bot commented 4 years ago

Comment by TeoTwawki Friday Sep 18, 2015 at 22:26 GMT


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. github/DarkstarProject/darkstar/blob/master/src/map/modifier.hDarkstar Issue 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).

topaz-bot commented 4 years ago

Comment by Hozu Friday Sep 25, 2015 at 19:19 GMT


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

topaz-bot commented 4 years ago

Comment by Hozu Wednesday Oct 14, 2015 at 17:38 GMT


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.

topaz-bot commented 4 years ago

Comment by bendangelo Wednesday Oct 14, 2015 at 17:50 GMT


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

topaz-bot commented 4 years ago

Comment by Hozu Friday Oct 16, 2015 at 23:22 GMT


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

topaz-bot commented 4 years ago

Comment by TeoTwawki Monday Jan 23, 2017 at 06:39 GMT


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