Displacement Shield and Shielding Rune

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hops
Halfling
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Joined: Tue Sep 21, 2010 9:05 am

Displacement Shield and Shielding Rune

#1 Post by hops »

When Displacement Shield and Shielding Rune are active at the same time, when the player is hit, the messages says the D-S transfers the damage, but actually the damage is absorbed by the Rune, and is not transfered.


EDIT: Additionally, I would suggest alter the ordering of the shielding effects in mod/class/Actor.lua to displacement_shield > damage_shield > time_shield > disruption_shield , with the severeness of consequences going up in this list ( I have not tried to other shields yet, thus only this four is ordered here) .

jacobdm
Wayist
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Joined: Fri Oct 01, 2010 4:53 pm

Re: Displacement Shield and Shielding Rune

#2 Post by jacobdm »

I just started a skeleton archmage w/ the intention of using shields as the main method of keeping myself alive. I noticed this same problem with damage shielding taking the damage, even when the displacement shield should be. Is this planning on being fixed anytime soon? As it is now, it isn't nearly as useful...

jacobdm
Wayist
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Joined: Fri Oct 01, 2010 4:53 pm

Re: Displacement Shield and Shielding Rune

#3 Post by jacobdm »

I looked into the code to see if I could fix this myself, and I think that all that's needed is a change to onTakeHit in Actor.lua. I think that all that is required is to reorder the shield orders in there so that it hits the check for each shield in the proper order. I changed the code, but I could not get the game to compile. ^_^;

I set up my environment like it says in the wiki (http://te4.org/wiki/howtocompile), but I get the following error when I try to "make -e CC=gcc":

Code: Select all

==== Building physfs (debug) ====
physfs.c
make[1]: *** [../obj/Debug/physfs/physfs.o] Error 1
make: *** [physfs] Error 2
Can anyone tell me what this means?

Aquillion
Spiderkin
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Re: Displacement Shield and Shielding Rune

#4 Post by Aquillion »

Related: Is it intentional that shields prevent Elemental Harmony from triggering?

edge2054
Retired Ninja
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Re: Displacement Shield and Shielding Rune

#5 Post by edge2054 »

Yes, that is intentional. The damage has to be greater then 0 for harmony to trigger.

jacobdm
Wayist
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Joined: Fri Oct 01, 2010 4:53 pm

Re: Displacement Shield and Shielding Rune

#6 Post by jacobdm »

Back on topic: Should I just post here my suggested fix? I'm not sure how this type of thing works. ^_^

Ploppy
Higher
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Re: Displacement Shield and Shielding Rune

#7 Post by Ploppy »

This does not seem to be a bug. The tooltip for displacement shield clearly says "Any time the caster should take damage...". The caster takes 0 damage from any attack while a regular shield is up, ergo the displacement shield places 0 damage on the nearest enemy. The only "fix" would be to remove the displacement shield message for 0 damage so people don't get confused.

bricks
Sher'Tul
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Re: Displacement Shield and Shielding Rune

#8 Post by bricks »

Ploppy wrote:This does not seem to be a bug. The tooltip for displacement shield clearly says "Any time the caster should take damage...". The caster takes 0 damage from any attack while a regular shield is up, ergo the displacement shield places 0 damage on the nearest enemy. The only "fix" would be to remove the displacement shield message for 0 damage so people don't get confused.
I suspect that it *is* intended, but like jacobdm said, it's not incredibly useful for mages who typically play in such a way that they rarely if ever take hits. Arguably Displacement Shield is much more useful for nearly any other class; the staves that can cast Displacement Shield are a great way for melee classes to snipe boss mobs and summoners.

A compromise that leaves no one happy: split the damage evenly between all active shields. :D
Sorry about all the parentheses (sometimes I like to clarify things).

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Displacement Shield and Shielding Rune

#9 Post by lukep »

One thing I want (and might eventually do) on the wiki is an order of damage reductions, eg:

Armour
Mindslayer Shields
Antimagic Shield
resistances
Shield
Displacemant Shield
Repulsion Shield
Time Shield
Disruption Shield

or whatever it turns out to be.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Displacement Shield and Shielding Rune

#10 Post by Aquillion »

In general, I'd say that the order of reductions should be arranged to be most favorable to the defender, unless that would break the game. If a player or monster has two different defensive abilities, they ought to work together rather than competing with each other.
Ploppy wrote:This does not seem to be a bug. The tooltip for displacement shield clearly says "Any time the caster should take damage...". The caster takes 0 damage from any attack while a regular shield is up, ergo the displacement shield places 0 damage on the nearest enemy. The only "fix" would be to remove the displacement shield message for 0 damage so people don't get confused.
Disagree. Regular shields also only operate when the caster should take damage (reducing it to 0.) Neither of these things obviously takes precedence; if you parse the Displacement Shield first, then the regular shield never activates, and vice-versa.

However, common sense says that if a player invests resources in acquiring both, they should stack and not be redundant. Making skills redundant or having them thrash with each other unproductively only serves to reduce the number of possible builds players can use; it should only be done when two skills would actually be game-breaking together or when there's no logical way they could both operate at once.

This isn't the case here. Both regular shields and displacement shields say they catch incoming damage; neither has any obvious reason to take priority over the other.

(This is even worse for monsters, who aren't going to be smart enough to realize that their displacement shield and regular shield aren't working together.)

Ploppy
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Re: Displacement Shield and Shielding Rune

#11 Post by Ploppy »

Aquillion wrote: However, common sense says that if a player invests resources in acquiring both, they should stack and not be redundant. Making skills redundant or having them thrash with each other unproductively only serves to reduce the number of possible builds players can use; it should only be done when two skills would actually be game-breaking together or when there's no logical way they could both operate at once.
They do stack; they are not redundant. When the regular shield goes down for a round (which happens to me in 99% of all reasonably dangerous fights), the displacement shield is right there to displace the hell out of that incoming damage. If you want this to change, you can make an idea post arguing for it (keeping in mind that DS is part of one of the best talent trees in the entire game), but the bug forum seems like the wrong place to do that.
Aquillion wrote:Both regular shields and displacement shields say they catch incoming damage; neither has any obvious reason to take priority over the other.
Exactly, but one of them has to take priority anyway, otherwise the game would crash :wink: One of the developers decided on the appropriate order, and that's what we're working with now.

jacobdm
Wayist
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Joined: Fri Oct 01, 2010 4:53 pm

Re: Displacement Shield and Shielding Rune

#12 Post by jacobdm »

Sorry to post in the wrong area; I was originally piggybacking on a previous posts so as not to spam the forum w/ redundant posts. I'll take this over to the "ideas" forum. :-)

Edit: Here's my re-post in the "ideas" forum: http://forums.te4.org/viewtopic.php?f=39&t=27852 Please join in the discussion there!

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