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Old April 22, 2022, 04:26   #61
MITZE
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Question Crits

Was looking into Mana Burn, but noticed something about crits in general that I'm confused by.

player-attack.c, line 804 seems to imply that melee and throwing share the same crit tiering (and consequently that shooting has a different tiering).

However, the critical_shot function starting at player-attack.c, line 435 seems to imply that shooting and throwing share a crit tiering (and that consequently melee has its own).

Do melee, throwing, and shooting have differences or limitations in which crits they can get? Or is this just the result of obtuse/old code comments resulting in me having the wrong idea? (Also, and I'm pretty sure this has been brought up before, probably even by me, but are crits in fact working as intended?)
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Last edited by MITZE; April 22, 2022 at 04:31. Reason: Grammar fix.
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Old August 9, 2022, 01:16   #62
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For the "Evasion" special ability, do shields count towards the weight to be considered lightly armored?
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Old August 9, 2022, 01:22   #63
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For the "Evasion" special ability, do shields count towards the weight to be considered lightly armored?
Yes, armor is used in the broad sense - so body armor, cloaks, shields, boots, gloves, hats.
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Old August 10, 2022, 01:53   #64
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Yes, armor is used in the broad sense - so body armor, cloaks, shields, boots, gloves, hats.
What about amulets?
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Old August 10, 2022, 02:48   #65
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What about amulets?
Nope, doesn't count amulets, rings or lights.
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Old August 10, 2022, 11:22   #66
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Nope, doesn't count amulets, rings or lights.
Thanks!
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Old September 7, 2022, 01:14   #67
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Exclamation Bug: Ya Still Got Jewellery Shenanigans

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Name:	Eriloth.JPG
Views:	153
Size:	86.5 KB
ID:	2122

Never again, huh.
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Old September 7, 2022, 01:40   #68
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Question Question: How do resistances and vulnerabilities work?

I could have sworn that resistances stacked multiplicatively, with diminishing returns (i.e. 50% + 50% = 75%) and that vulnerabilities were applied last, multiplicatively, to the resistance total (so if you have 80% resistance and 50% vulnerability your actual resistance is 40%).

However, Eriloth has a character with rCold (50%, 34%, -55%, 40%, 10%, 35%) which tallied up to ~83%, which seemed too high to me.

Did it work differently in FA1, and I'm remembering from that?
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Last edited by MITZE; September 7, 2022 at 01:47. Reason: Fixed formatting.
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Old September 7, 2022, 06:40   #69
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Quote:
Originally Posted by MITZE View Post
I could have sworn that resistances stacked multiplicatively, with diminishing returns (i.e. 50% + 50% = 75%) and that vulnerabilities were applied last, multiplicatively, to the resistance total (so if you have 80% resistance and 50% vulnerability your actual resistance is 40%).

However, Eriloth has a character with rCold (50%, 34%, -55%, 40%, 10%, 35%) which tallied up to ~83%, which seemed too high to me.

Did it work differently in FA1, and I'm remembering from that?
83% is correct. The easy way to check is to calculate the amount of damage that gets through, multiplicatively - so 34% resist is 66% damage, etc. In this case,
Code:
.5 * .66 * 1.55 * .6 * .9 * .65 ~= .17
so roughly 83% resist.

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Never again, huh.
Hm, maybe one of the changes I pulled in from V broke something.
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Old September 9, 2022, 07:24   #70
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Hm, maybe one of the changes I pulled in from V broke something.
In obj-design.c's get_property() the handling of OBJ_PROPERTY_MOD and OBJ_PROPERTY_STAT seems suspicious. According to line 235, the passed in value is being treated as an increment to the current value, but the calculated cost for the adjusted value (from line 224) only accounts for the increment and does not include the current value. There's something similarly suspicious about the handling of OBJ_PROPERTY_ELEMENT.
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