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IDProjectCategoryLast Update
0027589AI War 2Bug - GameplaySep 2, 2022 12:36 pm
ReporterCRCGamer Assigned ToBadgerBadger  
Status assignedResolutionopen 
Product Version5.509 Hotfix 
Summary0027589: Corrosive damage double dipping. Applies as a huge instant hit and as an over time effect.
DescriptionAfter being sent down another rabbit hole expedition by Lord of Nothing I've realized that the balancing on pretty much all Corrosive weapon units is enormously out of whack because the units take the corrosive damage as a huge instantly applied fusion damage attack and a damage over time simultaneously. This gets particularly nasty when dealing with the huge on death AoEs. But essentially all of the attacks are double dipping.

You can easily test this by loading up a new game with the Warded Fleet from the Neinzul Abyss expansion that starts with a line of the Corrosive Frigates the player uses. Attack something using only the frigates at mark one. Mark them up to Mark 3 and watch how they proceed to do over a thousand direct damage per attack now instead of around 300. While also applying full amounts of the corrosive debuff.

Either the effect needs to be changed to not be double dipping this way... or there are over a dozen units in need of a complete rebalance. This is wildly skewing balance for player units, AI units, Elderlings, and Necromancer at minimum.
TagsNo tags attached.

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BadgerBadger

Sep 1, 2022 5:10 pm

manager   ~0067193

Last edited: Sep 1, 2022 5:13 pm

Well, the weapon on the corrosive frigate does a bunch of up front damage, then it applies the corrosive DOT. I think this is working fine from my code's POV. Corrosive can be applied in two ways; one is to add something like this:
                                corrosion_damage="300"
                                corrosion_damage_added_per_mark="300"
to a weapon. This adds a bonus corrosive DOT to existing damage (and this is what the corrosive frigate does for its regular weapon).
You can also say
                                all_damage_is_corrosive="true"
this turns any damage that would be applied into DOT corrosion, with no up front damage.

If this is imbalanced then someone who has experience with balance should take a look, but I don't see any reason why this is a bug in my code.

I believe zeus did the initial balancing here, so you might want to discuss with him

CRCGamer

Sep 1, 2022 9:38 pm

developer   ~0067194

Last edited: Sep 1, 2022 10:50 pm

The way it is currently working is that base damage of 20 with 100 corrosive damage is instead being treated as 120 base damage *and* 100 corrosive damage at the same time.

Basically if the attack is fully corrosive it works pretty much as expected. It triggers and the damage is applied as the debuff.
Its when the attack is some "small" amount of regular damage and has added corrosive damage that things get particularly weird. Since the game adds all the corrosive damage into the base damage hit and applies the corrosive value as a second value on top of that.

So for example the Necromancer Revenant at mark one with the Ray of Disintegration instead of doing 360 base and 3,250 corrosive is doing 3,610 base and 3,250 corrosive before modifiers. And since it can get up to a x12 multiplier potentially on a base hit that does over 23,000 damage and then another 21,000 in corrosive by mark 7 it can pretty much double tap for near 400,000 damage in one shot.

BadgerBadger

Sep 2, 2022 1:10 am

manager   ~0067195

Oh, yeah then it's not working correctly. The corrosive damage shouldn't be applied as regular damage. I did not understand that from your initial writeup.

BadgerBadger

Sep 2, 2022 12:36 pm

manager   ~0067196

Last edited: Sep 2, 2022 12:36 pm

Worth noting though that this is very low on my priority list; it's been like this for months and hasn't been noticed until now, so clearly it's not a big problem.

Issue History

Date Modified Username Field Change
Sep 1, 2022 4:37 pm CRCGamer New Issue
Sep 1, 2022 4:37 pm CRCGamer Status new => assigned
Sep 1, 2022 4:37 pm CRCGamer Assigned To => BadgerBadger
Sep 1, 2022 5:10 pm BadgerBadger Note Added: 0067193
Sep 1, 2022 5:10 pm BadgerBadger Assigned To BadgerBadger => CRCGamer
Sep 1, 2022 5:12 pm BadgerBadger Note Edited: 0067193
Sep 1, 2022 5:13 pm BadgerBadger Note Edited: 0067193
Sep 1, 2022 9:38 pm CRCGamer Note Added: 0067194
Sep 1, 2022 10:50 pm CRCGamer Note Edited: 0067194
Sep 2, 2022 1:10 am BadgerBadger Note Added: 0067195
Sep 2, 2022 1:10 am BadgerBadger Assigned To CRCGamer => BadgerBadger
Sep 2, 2022 12:36 pm BadgerBadger Note Added: 0067196
Sep 2, 2022 12:36 pm BadgerBadger Note Edited: 0067196