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Daniel
Joined: 25 Dec 2014 Posts: 12
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Posted: Tue Jun 07, 2016 10:26 am Post subject: To hit or not to hit |
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Hi all
So, I have experienced something as of late that I would like to point out.
I have been dualwielding until lvl 20 and everything have been good on whirl. I have been hitting constantly with the whirl, while my normal attacks have been missing alot(specially against copper shifters)
Now I have respecialized to two handed weapon, and my sweepingblow continues to hit like the whirl, but my impale, is more less a joke. I can't seem to hit anything. If I go against normal mobs I might hit once every 4-5 tries, and on shifters (silver ones) I might as well just drop using it. Also against shifters I can only really kill them with my sweeping blow as all other atts just miss miss miss. No matter how many buff spells I use, it doesn't really matter.
I also heard from a friend of mine he had the same issue with rush, again a directed attack. He couldn't really use it for much.
Anyone else experienced this? |
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saide Immortal
Joined: 18 Mar 2007 Posts: 395
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Posted: Tue Jun 07, 2016 2:14 pm Post subject: |
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I changed the way that deflection (from shields) and misses from concealing amorpha happened awhile back. This may have something to do with why you are missing and noticing it now.
Before I changed it if you hit someone with rush or impale and they deflected the attack with their shield you would have saw something like
You slam into bob!
Bob deflects your attack!
You hit bob ineffectively!
You would see the last two messages each time an attack was deflected, the first one was meant to be what rush would have looked like.
Now if you rush bob and he deflects your attack with a shield you will see
Bob Deflects your attack!
You sprawl on the ground!
Basically this means two things for players - 1 being that you would not longer hit ineffectively when rushing or hitting with someone who deflects your attack - you effectively miss.
2 - feats would miss also - which means something like rush that was deflected would leave you sprawled on the ground.
Pay attention to the messages that you see when it happens and see if you get a notice that your attack was deflected or that you were unable to see the attacker and miss them. I believe that you will.
However, I am going to look at the code for impale/rush and make sure that it isn't using some strange method of determining what is a hit and what is a miss. |
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saide Immortal
Joined: 18 Mar 2007 Posts: 395
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Posted: Tue Jun 07, 2016 3:25 pm Post subject: |
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Let me know if this is still as much of an issue.
I've given players a chance based on level vs. level of the mob to bypass shield deflections/concealing amorpha against monsters.
Basically if a user is fighting a mob then if a dice roll of their level is more than the dice roll of the mobs level, ignore deflection/concealing amorpha. My intention was to compensate for the fact that now a rush that used to be an ineffective hit is a miss.
In shorter terms if you are rushing a monster with a shield you get
1dlevl (1d20 if you are level 20) vs 1dmonster level (1d20 if it's a level 20 monster) if your roll is higher then you will ignore their deflect.
If it is lower you might still get lucky and ignore their deflect attempt.
This bit of code is skipped if a player is fighting a player. |
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saide Immortal
Joined: 18 Mar 2007 Posts: 395
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Posted: Tue Jun 07, 2016 8:33 pm Post subject: |
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I also went a head and modified the hit code a little. The penalty to your attacks is less now (if you don't know this in D&D you get -5 for each attack after your first one) this isn't the case on SG - now your hit penalty should cap out at -6, it was -10 previously.
I also lowered mob AC by 5 points mud wide - which may or may not be excessive - I may undo the mob AC change, but I'll see how it looks for awhile.
If you continue to have issues hitting in a place that you should be for your level, please let me know. |
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