Author Topic: Attack value and defense modifiers now working!  (Read 3665 times)

Talad

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Attack value and defense modifiers now working!
« on: July 06, 2011, 02:55:08 pm »
[new taken from main site]
We have just enabled two very important modifiers in our rules: attack value and defense modifiers. Those two modifiers were actually already present in random loot items and in spells, but were not working properly. Now those are fixed and working!

This means weapons designed to have specific bonuses or maluses on attack and defense are now properly working (watch out for copper swords!) and spells like defensive wind are protecting the characters.

Let us know if it works!

Gilrond

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Re: Attack value and defense modifiers now working!
« Reply #1 on: July 06, 2011, 03:37:17 pm »
Great thanks!

Earowo

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Re: Attack value and defense modifiers now working!
« Reply #2 on: July 06, 2011, 03:38:18 pm »
Why copper swords o.o

Are they...... >.> <.<
deadly?
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?

Gilrond

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Re: Attack value and defense modifiers now working!
« Reply #3 on: July 06, 2011, 04:16:22 pm »
We tested it with Defensive Wind, Rock Armor, Water Barrier and Animate Vegetation (right now). They don't seem to improve defense still (same damage per hit on unarmored character with melee with spells or without). Does the server need a restart for these features to appear?
« Last Edit: July 06, 2011, 04:44:48 pm by Gilrond »

bilbous

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Re: Attack value and defense modifiers now working!
« Reply #4 on: July 06, 2011, 04:30:02 pm »
Any chance of having them actually show up in active magic,  for now?

LigH

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Re: Attack value and defense modifiers now working!
« Reply #5 on: July 07, 2011, 01:20:45 am »
@ Earowo:

I think I remember that they were designed to hit faster. Check and compare.
__

BTW, can copper weapons be crafted at all?

And ... what about special damage of precious metals against specific races? I suppose "not yet"?

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Catlemur

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Re: Attack value and defense modifiers now working!
« Reply #6 on: July 07, 2011, 04:44:37 am »
Cool.

Imshi

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Re: Attack value and defense modifiers now working!
« Reply #7 on: July 07, 2011, 08:30:06 am »
Tested with no armour, using ruined SBA 1/50 [ to give enough time on each run for mob to provide sample] on Rogues in Sewers in Defensive Stance. All  Stats 200 except CHA 250.

No defensive buff. 0.00-2.42 Damage.

Defensive Wind [AW 81] Same as No defensive buff control runs.

Rock Armor [BrW 21]      Same as No defensive buff control runs.

Water Barrier [BlW 50]    Every Rogue hit failed to do damage. [eg The Rogue hits you on the head but fails to do any damage!]

Conclusion: Water Barrier at least is working to an extent. Other defensive buffs may or not be, only tweaking the effectiveness of the buffs upwards would enable us to generate significant data.

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Levrus Dahrenn

RlyDontKnow

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Re: Attack value and defense modifiers now working!
« Reply #8 on: July 07, 2011, 08:48:23 am »
Any chance of having them actually show up in active magic,  for now?

if your weapon has some magical effect (e.g. attack/defense modifiers), it should already show up in the active magic window

Gilrond

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Re: Attack value and defense modifiers now working!
« Reply #9 on: July 07, 2011, 11:20:39 am »
Tested with no armour, using ruined SBA 1/50 [ to give enough time on each run for mob to provide sample] on Rogues in Sewers in Defensive Stance. All  Stats 200 except CHA 250.

No defensive buff. 0.00-2.42 Damage.

Defensive Wind [AW 81] Same as No defensive buff control runs.

Rock Armor [BrW 21]      Same as No defensive buff control runs.

Water Barrier [BlW 50]    Every Rogue hit failed to do damage. [eg The Rogue hits you on the head but fails to do any damage!]

Conclusion: Water Barrier at least is working to an extent. Other defensive buffs may or not be, only tweaking the effectiveness of the buffs upwards would enable us to generate significant data.



The tests with Water Barrier which I participated in (player vs player), didn't show any change in hits effectiveness. Animate Vegetation results were inconsistent. One test produced similar results to what you described (every hit failed), but all other subsequent tests showed no difference in damage level at all to condition without a spell. I think we need some clarification from the rules, what those spells actually change to be sure. (Also, both testers were advanced mages, I'm not sure if it affects anything).

Having no clear understanding what conditions to test, makes it harder.
« Last Edit: July 07, 2011, 11:29:53 am by Gilrond »

LigH

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Re: Attack value and defense modifiers now working!
« Reply #10 on: July 07, 2011, 02:49:08 pm »
Note that the description of Defensive Wind mentions a defense against Melee attacks specifically.

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Gilrond

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Re: Attack value and defense modifiers now working!
« Reply #11 on: July 07, 2011, 04:10:59 pm »
Yep, all tests were performed with melee.

Suno_Regin

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Re: Attack value and defense modifiers now working!
« Reply #12 on: July 07, 2011, 04:13:49 pm »
Has anyone tried adjusting their spell power for these tests?

Bonifarzia

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Re: Attack value and defense modifiers now working!
« Reply #13 on: July 08, 2011, 03:48:47 am »
Just a thought about testing such things...

If your setup gives "0.00-2.42 Damage", the majority of your damage distribution is probably in the negative range ("fail to do any damage"), and all you can use for your statistics are rare events, because only the tail of the distribution gives a positive result. If I had the patience to test this, I would aim for a setup that gives high dmg values and try to average a large number of hits (>100), because the fluctuations can be very wide.


Another thing:
Any chance of having them actually show up in active magic,  for now?

if your weapon has some magical effect (e.g. attack/defense modifiers), it should already show up in the active magic window

That only shows the name of the weapon, so a "yes/no" type of information to "is that thing supposed to do anything?"
As mentioned on task PS#5244 where this fix was announced first, I think it would be important to give players a more useful hint what an item is supposed to do. The idea is nothing new and was part of PS#4617, a feature request from about one year ago.
« Last Edit: July 08, 2011, 04:11:45 am by Bonifarzia »

Imshi

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Re: Attack value and defense modifiers now working!
« Reply #14 on: July 08, 2011, 04:07:46 am »
The problem with using mobs that give high damage values against an unarmoured character is that death comes well before 100 hits. The only way I could generate sufficient runs, with a large number of hits per run, was to use very low damage weapons to enable defensive stance against a low damage control mob.
I am sure there are dev tools available to make a character unkillable yet still register damage taken.These would give more accurate results.
"I am in spectacular shape and my trousers fit quite nicely."

Levrus Dahrenn