Closed fonsuiplaysvideogames closed 3 years ago
@DarkFenX @blitzmann I tested out the DDA/FSU mutas in the current code, and it seems that when a mutaplasmid is applied to any DDA/FSU, the base item+plasmid combination is treated as if it is always a Tech II module, rather than the actual base module used. See image:
I did a bunch of changes including adding new muta support. Sorry for being late with it, got back from vacation just last week and did not have time to update pyfa. This issue is not observed in my implementation, so closing it.
I did a bunch of changes including adding new muta support. Sorry for being late with it, got back from vacation just last week and did not have time to update pyfa. This issue is not observed in my implementation, so closing it.
I am running the current commit directly from the repo, and using the -r command line switch so this instance of the program doesnt use any saved settings or data from any other instance on my machine - can you help me figure why I would see this issue with the DDAs but others would not?
Hmm, I actually have this issue as well. Top named DDA is +26.5%, t2 is +20.5%, when I apply mutaplasmid I get proper name in the stats window, but I do not get proper stats - they are based on +20.5%. Will look into it before release.
Stats-wise I think I understand what is happening - those mutated DDAs have their own stats defined (on mutated item itself), which overrides base item stats in pyfa.
Fixed in fe809ed86b3e4e30fc4f358b52f316d382a45d49.
Thanks for catching it early btw.
@DarkFenX I believe this is a result of sloppy work by CCP - all types for mutated items created until now have no attributes, as they should, since all attributes come from the base type that was combined with the plasmid. The two new types created for mutated DDAs and FSUs have attributes - the Tech II attributes - which to me, means that the CCP dev who created them, copied the Tech II type and modified it, neglecting to remove these attributes.
It has no impact on the game since these attributes get wiped by the plasmid when the actual instance of the mutated type is created by the player, so it isn't technically a "bug" from the perspective of CCP, but it is absolutely sloppy - those are database entries that have no purpose, they are never utilized by the game.
See the new types being added and having Tech II attributes, via hoboleaks:
Well, pyfa now ignores them too, so it's nbd
New mutaplasmids for light, medium, heavy, and sentry drones, as well as Drone Damage Amplifiers and Fighter Support Units have all been added to the game as of 2021-10-13, seen here on Hoboleaks.