View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005823 | Valley 1 | GUI | Feb 11, 2012 9:43 pm | Mar 8, 2012 8:33 am | |
Reporter | GrimerX | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.575 | ||||
Fixed in Version | 0.902 | ||||
Summary | 0005823: Storm dash text indicates 2x damage, ~3.02 in reality | ||||
Description | I thought I was getting beat up a bit too much, so checked by running through skelebot fire. 3.9% damage normally, 11.8 while storm dashing. Not sure which is intended to be correct. I'm ok with 3x damage, given the speed you move at. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
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Same holds for miniature spell. |
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Just storm dashed through a fire bat (in ver 0.585) which did 47 damage. Walking back through the same bat did 6 damage. And just to be complete, tried it in .586 just now, same results. 6.4 damage walking through a fire bat, 47.4 damage dashing. So more than 7 times as much damage. Ouch! I just accidentally storm dashed through a whale. I don't recommend it. (Over 600 damage) |
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Still remains the leading cause of deaths in Environ. The actual damage done seems to be related to how long you hold the button down. Can take up to ~100x damage if you go real fast. |
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I just storm dashed into a green amoeba in a storm region and it one shot my 725 HP character. So... yeah. |
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Can confirm this, damage seems to actually be 7 times as high in some situations, i stormdashed through a bat, and 47 damage it was. And i too got 1-shot killed (on full health) lately by using storm dash ;/ So this is definitely not just a text bug. While the text is also wrong i don't think it was supposed to be 700% more damage |
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This renders storm dash effectively unusable, especially underwater. Taking 100-200 damage every time I hit a carp while trying to traverse several screens of emptiness is a bit much. (Not using storm dash means I have to bring a good book to read while adventuring in the ocean. Lots of tedious walking.) |
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There are two bugs here. The original one from GrimerX is one, and the one everyone else is reporting is another one. The latter of which is now fixed: * Completely redid the premise of how "ongoing conditions" are applied to players and enemies. This basically refers to enchants, and effects that get applied to you like being set on fire, running from storm dash, etc. ** Previously, most stuff was being handled on addition and on removal of the effect. So if your damage was to be doubled from storm dash, it would set those flags on your character when storm dash got turned on, and would remove those flags from your character when storm dash ended. ** That approach had the advantage of being very CPU-friendly, doing the least possible amount of calculating while a condition was applied to you or an enemy. The thing is, there really don't tend to be that many enemies or characters in a chunk in the first place to where this would become a CPU issue (it would take thousands at once to really become a problem), and it had the drawback of being rather brittle from a code standpoint: if small code errors were made, then you could wind up with ever-spiraling more damage incoming while you storm dash, or immunity to fire not going away after fire shield was taken off, or whatever else. ** Those drawbacks weren't a big deal when we had only a handful of ongoing conditions, but now there are several hundred thanks to enchants, and this was now a major issue. And in fact, the ever-spiraling-upwards damage from storm dash was happening in recent versions, which is what prompted this change in the first place. ** The new methodology wipes all of the from-ongoing-condition flags back to their default states every frame, and then loops over all the ongoing conditions that are currently applied to you to get the final stats, and then uses those stats for the rest of the frame. That means a bit of extra processing per frame, but any CPU from the last 10 years will laugh at the difference, and it keeps us programmers from introducing accidental bugs that are a real pain to hunt down. ** The _downside_ of this change is that it's a fairly substantial change, and in the short term we may have just introduced a raft of new bugs of the sort that we're trying to prevent. If you find any such things, please let us know and we'll fix them. Past a few days from now, this is something that will drastically reduce bug counts from this sort of thing, though, and it's possible that even in the next few days you won't find anything amiss from this (we checked ourselves pretty carefully, but that only goes so far). |
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Okay, now GrimerX's original one has also been fixed: * Fixed a bug where things that modified your incoming damage -- such as enchants reducing that damage, or miniature and storm dash increasing that damage, were actually having their modifiers added TWICE. This made a 2x boost in incoming damage actually a 3x boost in damage, and so on. |
Date Modified | Username | Field | Change |
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Feb 11, 2012 9:43 pm | GrimerX | New Issue | |
Feb 11, 2012 9:56 pm | GrimerX | Note Added: 0018920 | |
Feb 13, 2012 10:42 am | tigersfan | Internal Weight | => Major Problem |
Feb 13, 2012 10:42 am | tigersfan | Assigned To | => Chris_McElligottPark |
Feb 13, 2012 10:42 am | tigersfan | Status | new => assigned |
Feb 28, 2012 9:08 pm | BobTheJanitor | Note Added: 0019991 | |
Feb 28, 2012 9:23 pm | BobTheJanitor | Note Edited: 0019991 | |
Feb 29, 2012 10:25 pm | BobTheJanitor | Note Edited: 0019991 | |
Mar 3, 2012 5:00 am | Minotaar | Note Added: 0020236 | |
Mar 3, 2012 8:10 pm | BobTheJanitor | Note Added: 0020269 | |
Mar 3, 2012 8:11 pm | BobTheJanitor | Note Edited: 0020269 | |
Mar 3, 2012 10:01 pm | eRe4s3r | Note Added: 0020271 | |
Mar 4, 2012 9:04 am | jerith | Note Added: 0020285 | |
Mar 4, 2012 1:17 pm | Chris_McElligottPark | Note Added: 0020304 | |
Mar 4, 2012 1:27 pm | Chris_McElligottPark | Note Added: 0020305 | |
Mar 4, 2012 1:27 pm | Chris_McElligottPark | Status | assigned => resolved |
Mar 4, 2012 1:27 pm | Chris_McElligottPark | Fixed in Version | => 0.902 |
Mar 4, 2012 1:27 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - UI => GUI |