When 2 different damage shields are merging, the first priority check is for their duration:
https://git.net-core.org/tome/t-engine4 ... l.lua#L778
Now, while playing as a Fallen, i have 2 different damage shields:
a, Barrier, what is a 10 turn long damage shield
b, Doom Spiral, what is a 2 turn long damage shield
I have to continously manually deactivate my Barrier-damage-shield effect, before i am using my
Doom Spiral talent to have a new damage shield.
(Both talents are giving an ~equal powerful shield, like 1800-2000)
It is very lame, that i have a 300 power damage shield for 6-7 turns and i am applying another shield with
2000 power with 2 turns duration, and the 2000 power damage shield is just simply not applied ...
... beacause i have a 300 power damage shield...
I am applying a damage shield, becasue i do not want to die ...
Not because it is long.
Imo, the durations should not be checked, the damage shield power is waaay more important.
Please change damage shield merge
Moderator: Moderator
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- Thalore
- Posts: 182
- Joined: Sat Oct 05, 2019 8:55 pm
-
- Thalore
- Posts: 182
- Joined: Sat Oct 05, 2019 8:55 pm
Re: Please change damage shield merge
Some other, very annoying mechanism with the Psionic Damage Shields:
1., Psi Damage Shields do not have any merge fucntion at all.
This means, if the player have a nice psi_damage_shield (possibly fro the talent Charged Strike),
but an enemy deactivates their mental sustains (1 of the Absorption Shield) the player will
gain a new psi_damage_shield, because it automatically triggers on deactivation.
And becasue there is no merge, it will just overwrite the old one.
https://git.net-core.org/tome/t-engine4 ... n.lua#L184
So, player will lose the 3000 psi_damage_shield effect and gain a 85 psi_damage_shield effect, because of a sustain deactivation...
2., Psi_damage_shield on activation removes any damage shield effect
https://git.net-core.org/tome/t-engine4 ... .lua#L2923
I know, these shields were designed to be mutually exclusive, but this can also lead into unfortunate deaths.
Following the former example, if a player has a 800 power damage shield effect from a Shielding Rune or a
1 000 000 power power damage shield effect from the Elixir, AND an enemy deactivated their Absorption Sustain,
the player will gain a 80 power psi_damage_shield, what will remove the existing damage sield effect...
3., Damage Shield on activation removes any psi_damage shield effect
https://git.net-core.org/tome/t-engine4 ... l.lua#L831
Again, this mutually exculsive mechanism can cause other unfortunate deaths:
Player has a strong psi_damage_shield and fighting with a weaker celestial enemy.
Enemy castst Bathe in Light, so player will gain a 60 power damage shield effect ...
That means, player automatically loses their 3000 power psi_damage_shield effect.
Solutions would be in my oppinion:
Delete the lines in the code on the activation, that makes these effects mutually exclusive.
Give a merge function for psi_damage_shield effect, that compares the power of the two shields.
1., Psi Damage Shields do not have any merge fucntion at all.
This means, if the player have a nice psi_damage_shield (possibly fro the talent Charged Strike),
but an enemy deactivates their mental sustains (1 of the Absorption Shield) the player will
gain a new psi_damage_shield, because it automatically triggers on deactivation.
And becasue there is no merge, it will just overwrite the old one.
https://git.net-core.org/tome/t-engine4 ... n.lua#L184
So, player will lose the 3000 psi_damage_shield effect and gain a 85 psi_damage_shield effect, because of a sustain deactivation...
2., Psi_damage_shield on activation removes any damage shield effect
https://git.net-core.org/tome/t-engine4 ... .lua#L2923
I know, these shields were designed to be mutually exclusive, but this can also lead into unfortunate deaths.
Following the former example, if a player has a 800 power damage shield effect from a Shielding Rune or a
1 000 000 power power damage shield effect from the Elixir, AND an enemy deactivated their Absorption Sustain,
the player will gain a 80 power psi_damage_shield, what will remove the existing damage sield effect...
3., Damage Shield on activation removes any psi_damage shield effect
https://git.net-core.org/tome/t-engine4 ... l.lua#L831
Again, this mutually exculsive mechanism can cause other unfortunate deaths:
Player has a strong psi_damage_shield and fighting with a weaker celestial enemy.
Enemy castst Bathe in Light, so player will gain a 60 power damage shield effect ...
That means, player automatically loses their 3000 power psi_damage_shield effect.
Solutions would be in my oppinion:
Delete the lines in the code on the activation, that makes these effects mutually exclusive.
Give a merge function for psi_damage_shield effect, that compares the power of the two shields.