Details
| Participant | Role | Time Spent | Comments | Latest Comment |
|---|---|---|---|---|
| Author | 3h 50m | 31 | Of course. Although I won't be submitting any new patches... | |
| Moderator | 20m | 8 | If its not updating the skill sheet with the modifier, th... | |
| Reviewer - 0% complete | ||||
| Reviewer - 46% complete | 12m | 2 | Have you everything from this patch saved so that this on... | |
| Reviewer - 0% complete | ||||
| Reviewer - 69% complete | 45m | 33 | I know it doesn't seem right, that's why I double checked... | |
| Reviewer - 0% complete | ||||
| Reviewer - 0% complete | ||||
| Reviewer - 61% complete | 8m | |||
| Reviewer - 69% complete | 15m | |||
| Reviewer - 100% complete | 11m | 2 | Defense Acuity might not be negated, but "saber_block" sh... | |
| Total | 5h 41m | 76 |
- Files: 13
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Patches:
- patch1.patch: (anchored to swgemu : core3/branches/unstable/ )
- attackchance.patch: (anchored to swgemu : core3/branches/unstable/ )
- attackchance2.patch: (anchored to swgemu : core3/branches/unstable/ )
Objectives
Fixes addressed by this patch:
Missing a combat action will no longer apply States and DoTs.
Blind State penalty will now be accounted for when calculating overall bonus accuracy.
Primary defenses bonus from foods and Squad Leader will be applied after the hard cap.
Stun State penalty will now be applied before hard capping primary defenses.
NPCs and Creatures will now be affected by Stun State.
Defensive Acuity will no longer be negated by Intimidate.
Defensive Acuity will no longer return HIT, instead of COUNTER.
Correct damage reductions for Intimidate (33%) and Stun State (15%) are now properly applied to the calculated damage.
NPCs will no longer spam Force Powers Attacks. For each new attack a NPC makes, there will be:
25% chance to add Force Lightning, Mind Blast and Force Throw to the available attack pool.
20% chance to add Force Knockdown and Force Intimidate to the available attack pool.
15% chance to add Force Weaken to the available attack pool.
5% chance to add Force Choke to the available attack pool.
*NOTE: Temporary workaround, should be scrapped in favor of a Lua Object Field once the AI gets developed further.
General Comments
25 Jan
Yog-Sothoth says:
For Squad Leader bonus:
http://swg.wikia.com/wiki/Group_Melee_Defense_(Skill_Modifier)
And further into SL and Foods:
Primary Defenses
Melee and Ranged Defenses are primary defenses. These defenses work regardless of what weapon a character is wielding. These defenses are rolled against accuracy to see if an attack is successful. Currently these defenses are capped at 125. Only Chef food, Squad Leader and City bonuses can take these over the 125 cap.
http://israfelsswg.blogspot.com/
I know those are unofficial information, but this kinda of information is near impossible (if possible at all) to come through official means. Also that's what people in the forum have been agreeing with,
http://www.swgemu.com/archive/scrapbookv51/data/20080108200838/teras_kasi_2.html
This one points out to Intimidate and Stunned reductions, although Stunned mentions the reduction on the number of attacks, I simply cannot find any specific info on that.
So we can either apply what i've submitted to a 15% reduction to every attack, which in turn is closer to the reduction we had in Live or, I can remove that from the patch.
I cannot for the life of me find any info confirming or disconfirming whether Defensive Acuity was negated by Intimidate.
However, I was a TKM/Fencer in Live and it was known knowledge this was the only secondary defense that could work under Intimidate. This was to emphasizes the fact that TKA was the best defense in the game, while remaining a flawed professions when it comes to dealing damage.
I can remove this from patch aswell, if necessary, but none in the Forums seemed to disagree with this.
The others don't need any source because they are fix to something that was broken and not working as intended.
Yes, attacks pools are in the luas, but you don't have an argument for setting a %¨chance for that attack to be picked,
String com = atk.getStringAt(1).trim();
String arg = atk.getStringAt(2).trim();
attacks->addAttack(com, arg);
Hell, I don't even believe the argument is being used at all in the code currently.
Adding a third argument with that value, is what I meant for the future.
This incurs changing every NPC attack that requires it, that's why I haven't bothered with it until a new core for the AI is implemented.
25 Jan
dannuic says:
As for which mods take def over the cap, there are multiple sources that say multiple things. I am pretty sure it was chef food (indirectly!), SL and city bonuses after doing way too much research. I never implemented the SL bonuses properly, but you can't assume that all private mods are post-cap. You need to make a specific set of post-cap mods.
25 Jan
Yog-Sothoth says:
I've added a proper and more elegant fix to attack chances for NPCs/Creatures.
Please advise before I proceed to add chances to a few attacks.
26 Jan
Loshult says:
I would suggest to split this patch up in several smaller ones. One fix per patch is a recommendation to always use to simplify the review and to ensure quality of the code.
26 Jan
Yog-Sothoth says:
Very well, I'll be splitting into several patchs as some of those fixes get properly discussed, like the reduction for Intimidate.
05 Feb
Yog-Sothoth says:
Of course. Although I won't be submitting any new patches for the feasible future since I'm taking a break.
Please add your sources for all the combat manager changes.