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Daze Tweak

Posted: Tue Jun 20, 2017 10:58 pm
by nsrr
Get it here: https://te4.org/games/addons/tome/daze_tweak or on Steam.

This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status.

Credit to ghostbuster for the idea and suggesting the scaling for the threshold.

Re: Daze Tweak

Posted: Thu Jun 29, 2017 11:34 am
by Steven Aus
I'm using this addon, it's good that there's a reason to clear a physical effect when you are affected by Daze.

Re: Daze Tweak

Posted: Thu Jun 29, 2017 11:44 am
by jenx
So, I thought the new daze was applied at end of turn, so that it didn't get removed much any more. Have I missed something?

Re: Daze Tweak

Posted: Thu Jun 29, 2017 11:49 am
by Steven Aus
Sorry, I wasn't clear. What I meant was that if you use this addon, it is worth using a physical Wild or a Heat Beam to get Daze removed.

Re: Daze Tweak

Posted: Fri Jun 30, 2017 12:49 am
by nsrr
jenx wrote:So, I thought the new daze was applied at end of turn, so that it didn't get removed much any more. Have I missed something?
This doesn't actually change the daze effect itself in any way. The way it prevents daze from being removed as easily is handled in Actor.onTakeHit. It checks the damage against the threshold (5 + one half the actor's level). If the damage is below the threshold, it temporarily grants the actor the "damage_dont_undaze" attribute, which does exactly what you think it does. After the damage is dealt, it removes the attribute. The process is repeated for each bit of damage that hits the actor.

This is intended to prevent minor sources of damage, such as DoTs (like bleed, burn, and poison) or environmental effects from breaking the daze.

If daze was always applied at the end of the turn, then you (or an NPC) could use a weapon with daze-on-hit to permanently daze lock a target.