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Patch 1.02 Lacerate


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#1
Gage123

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The rogue's Lacerate talent now functions as described.

Anyone that can play, can you tell me what changed?

Modifié par Gage123, 12 avril 2011 - 09:23 .


#2
IN1

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Yes. I am experimenting a bit with upgraded Lacerate + Blood Feud combinations (pure physical setup, Bassrath-Kata/Volcanic, STAGGER exploit) vs Orsino. The issue is the game does not want to show Blood Feud -> Lacerate damage numbers (it happens sometimes) :( I'll need to dedicate some more time to the testing. From the look of Orsino's hp bar, it works as intended now :)

#3
IN1

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Gage123 wrote...

The rogue's Lacerate talent now functions as described.

Anyone that can play, can you tell me what changed?


Heh. Actually, I think it's still bugged now, just in a different way :) It deals +140% of base weapon damage on regular hit in two ticks even when it triggers off, say, Twin Fangs. So yeah, you'll deal 6000+2000+65+65, or something like that. Exciting, huh? :)

I was testing the upgraded version. Let's see how non-upgraded version fares.

Modifié par IN1, 12 avril 2011 - 11:51 .


#4
IN1

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Yes. It's bugged. Hehe, what a bummer. :) I'll report it in Rob & Luke's 1.03 thread.

#5
MichaelXC

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uh... isn't that how its suppose to function, +0.9, or +1.35x (if you upgraded) BASE weapon damage. All abilities function this way, as a multiplication of base damage, assassinate is like 10x base damage, so no, its not bugged, at least not in the way you implied. But I agree that the numbers are not that exciting.

#6
IN1

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MichaelXC wrote...

uh... isn't that how its suppose to function, +0.9, or +1.35x (if you upgraded) BASE weapon damage. All abilities function this way, as a multiplication of base damage, assassinate is like 10x base damage, so no, its not bugged, at least not in the way you implied. But I agree that the numbers are not that exciting.


An exciting lecture in basic game mechanics.

No, it's not how it's supposed to operate. Refer to my signature (Arishok vid) to see how Lacerate works when it triggers off abilities in 1.01. The bug BW were trying to fix was upgraded Lacerate lowering the damage factor - instead of increasing it - by ~0.45, not Lacerate triggering off abilities.

#7
aznricepuff

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It could be that Lacerate was never meant to apply its multiplier to ability damage. Unless a dev has said otherwise, it could be that it was always supposed to work off weapon damage as MichaelXC stated. Yes, the ability kind of sucks (OK, maybe more than kind of) this way, but that doesn't mean that it's bugged in its current state.

#8
IN1

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aznricepuff wrote...

It could be that Lacerate was never meant to apply its multiplier to ability damage. Unless a dev has said otherwise, it could be that it was always supposed to work off weapon damage as MichaelXC stated. Yes, the ability kind of sucks (OK, maybe more than kind of) this way, but that doesn't mean that it's bugged in its current state.


Speculations aside, the good news (confirmed by one of the devs via pm) are Lacerate won't stay in its current pathetic state in patch 1.03. Well, we'll have to wait, I guess :)

#9
Amioran

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IN1 wrote...

Yes. It's bugged. Hehe, what a bummer. :) I'll report it in Rob & Luke's 1.03 thread.


Do you know why it happens? Because the upgrade is considered a new ability. In fact I didn't understood, at first, why it didn't work since the updated damage is by includes added automatically to the master ability (or all the other abi_base upgrades will not work).

However for Lacerate they have mistaken something in the script or tables and the upgrade is considered as another, master, ability, so you  have two damage numbers. Before, instead, the "new" ability neither triggered (same as it happened for the Grave Robber one).

Modifié par Amioran, 13 avril 2011 - 06:34 .


#10
IN1

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Amioran wrote...

IN1 wrote...

Yes. It's bugged. Hehe, what a bummer. :) I'll report it in Rob & Luke's 1.03 thread.


Do you know why it happens? Because the upgrade is considered a new ability. In fact I didn't understood, at first, why it didn't work since the updated damage is by includes added automatically to the master ability (or all the other abi_base upgrades will not work).

However for Lacerate they have mistaken something in the script or tables and the upgrade is considered as another, master, ability, so you  have two damage numbers. Before, instead, the "new" ability neither triggered (same as it happened for the Grave Robber one).


Interesting. I'm a linguist, not a programmer, so my ability to read even the simplest scripts/tables is rather limited :) Ah, well, it's not that difficult, of course.

On the other hand, you, sir, surely appear to be a programmer. If I am not mistaken, of course, please script a little hotfix for Lacerate 1.02 for us all: old mechanics (ability trigger), that made the talent marginally viable in certain circumstances + new upgrade functionality :) The community - at the very least, the enlightened part of it - will be grateful, trust me.

#11
Gage123

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 Thanks for experimenting and testing IN1.

Wow, I can't believe if it triggers off an ability it deals normal damage as bonus >< No more explosive strike + lacerate combo anymore. Maybe I just won't update yet lol

#12
Amioran

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IN1 wrote...
On the other hand, you, sir, surely appear to be a programmer. If I am not mistaken, of course, please script a little hotfix for Lacerate 1.02 for us all: old mechanics (ability trigger), that made the talent marginally viable in certain circumstances + new upgrade functionality :) The community - at the very least, the enlightened part of it - will be grateful, trust me.


I would do it without problems if there was an actual way of doing it. Scripts that contains abilities are tied to includes that are not available, so you cannot compile the changes.

#13
IN1

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Amioran wrote...

IN1 wrote...
On the other hand, you, sir, surely appear to be a programmer. If I am not mistaken, of course, please script a little hotfix for Lacerate 1.02 for us all: old mechanics (ability trigger), that made the talent marginally viable in certain circumstances + new upgrade functionality :) The community - at the very least, the enlightened part of it - will be grateful, trust me.


I would do it without problems if there was an actual way of doing it. Scripts that contains abilities are tied to includes that are not available, so you cannot compile the changes.


In other words, there was an easy way to do it before the patch (by modifying abi_base.gda and dropping it into /override folder), but now, it will still operate by 1.02 rules?

Ah, while we are at it:  maybe you can help me out with this?

#14
Amioran

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IN1 wrote...
In other words, there was an easy way to do it before the patch (by modifying abi_base.gda and dropping it into /override folder), but now, it will still operate by 1.02 rules?


No, you couldn't do it either before. The only thing you can modify in the abi_base are parameters already taken in consideration by the script, not alter the way those parameters are calculated. You can for example increase the damage on the upgrade, but if the upgrade instead of adding on the master simply overcome it this you cannot change.

Naturally in this case, however, you can play smart and actually change the upgrade to have the base + upgrade damage and then it would have worked as it should have, while, however, not being the same still. It would be an "hotfix" but not really fixing anything, if not only in appareance.

In patch 1.02, however, the issue complicated because the upgrade is now taken in consideration, however not as a real upgrade, but as a master. So you cannot either do an "hotfix" as before. So, all considered, you are right, but the concept is different.

IN1 wrote...
Ah, while we are at it:  maybe you can help me out with this?


Also that is a thing that pertains to internal scripts. In DAO these things were easy to do because you had the includes. Until there isn't a toolset (if there will ever be) you can only change external behaviours tied to tables for what it concerns the engine, or create new istances, not correct internal ones.

And call yourself lucky since if it was as DAO many mods that are possible in DA2 would never exist. For example they added all damage parmaters, areas, etc. on tables, while before they were all written in the includes.