ToME: the Tales of Maj'Eyal

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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Thu Jan 05, 2017 11:47 pm 
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Uruivellas

Joined: Sun Jun 15, 2014 12:19 am
Posts: 946
Location: Yeehaw, pardner
Isn't global speed applied multiplicatively, not additively?

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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Fri Jan 06, 2017 12:09 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1396
... sometimes? Fairly sure it's not entirely consistent, though blazes I can remember the details.


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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Fri Jan 06, 2017 3:22 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 471
Location: Middle of Nowhere
Code:
function
_M:recomputeGlobalSpeed()
   if self.global_speed_add >= 0 then self.global_speed = self.global_speed_base + self.global_speed_add
   else self.global_speed = self.global_speed_base / (1 + math.abs(self.global_speed_add)) -- Symmetric scaling
   end
   self.global_speed = math.max(self.global_speed, 0.1)
end


Additively above 100%, multiplicatively below 100%. It is not clear or intuitive in any way, but that is how it works. There were slows involved, but the huge boost from Reflexive Dodging put the numbers well over 100%, so it was all effectively additive in this case.


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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Sun Mar 05, 2017 11:02 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2203
hey nsrr - is this still needed in 1.5 beta?

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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Mon Mar 06, 2017 1:53 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 471
Location: Middle of Nowhere
I'm not sure, I've only had an hour or so to spend on the beta. I've been keeping up with the change notes, more or less, and I don't recall it being mentioned that Slow was changed.


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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Sat Mar 25, 2017 2:18 am 
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Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 54
Location: A Narrow Gap in Time
Global slow applies in the Eidolon Plane and then doesn't unapply on departure. This seems like an issue.


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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Sat Mar 25, 2017 6:45 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 471
Location: Middle of Nowhere
Thexare wrote:
Global slow applies in the Eidolon Plane and then doesn't unapply on departure. This seems like an issue.


I'm not sure how I would go about trying to recreate this. More information would be helpful.

How are you getting hit with Slow on the Eidolon Plane? Negative effects should all be removed on death.


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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Sat Mar 25, 2017 7:43 pm 
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Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 54
Location: A Narrow Gap in Time
The difficult thing to reproduce about it is, it happened several times under varying situations and I didn't notice until it had accumulated a few times. When I finally caught it, it appeared to be about 11% reduction each time. The character died six times, though, so at 11%/per, one of them didn't do it; he was down to 45% global speed when it finally became too much to manage. What I do know is, the slow was visible as soon as I was on the Eidolon Plane, but there was no debuff listed. Since I was trying to not-die, I hadn't thought to check my character sheet immediately before death.

I'm still not entirely sure what exactly is doing it, but a quick test with this addon disabled didn't have that problem. But, see above; one of those deaths didn't either, so it may still be unrelated.

I'll have to mess around with it more later. The character was an Orc Archer in Embers of Rage. I do tend to use a lot of addons, as you can see, but these deaths were in a pretty wide variety of situations.


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 Post subject: Re: Slow Tweak v1.2.0
PostPosted: Sat Mar 25, 2017 10:44 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 471
Location: Middle of Nowhere
If you can come up with a repeatable scenario that causes this to occur, let me know and I can look into it. When I have a bit of time I will try out an Orc Archer to see if I can turn up anything. As you said, that's a lot of addons, so it would be hard to rule out some weird interaction.


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