[b34] Breaking Stealth

Where bugs go to lie down and rest

Moderator: Moderator

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

[b34] Breaking Stealth

#1 Post by lukep »

Stealth checks if it should be broken much more often than is implied by the descriptions. For example (if I understand everything correctly) a dual wielding attack gives two chances to break stealth, flurry gives seven, and a Whirlwind while surrounded gives 17. This is because each attack and each talent use is checked separately. This makes the value shown in Unseen Actions look more important than it is. For example, at "80%" chance to stay in stealth, a regular attack has a 64% chance to stay in stealth, a flurry has a 21% chance, and a whirlwind on 8 enemies only has a 2% chance to maintain stealth. Either the description should be changed to reflect this, or the code should be changed.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: [b34] Breaking Stealth

#2 Post by tiger_eye »

lukep wrote:a dual wielding attack gives two chances to break stealth
Nope, it only gives one chance.
lukep wrote:flurry gives seven
Nope, I think it gives four (three times from the three attacks, plus one for using a talent).

For Sweep and Whirlwind, it would be number of enemies attacked plus one. Again, the plus one is from using a talent (if I understand things correctly).

So, perhaps a more fair method would be to skip the check to break stealth from a talent when using a talent that attacks (since the checks are done during the attacks). This is what the "Attack" talent does (no_break_stealth = true) after all.

velk
Wayist
Posts: 19
Joined: Tue Aug 30, 2011 10:05 am

Re: [b34] Breaking Stealth

#3 Post by velk »

In a related note, monsters that are stealthing appear to have their stealth checked again when the player invokes an action, but before the action takes effect.

This is most obvious when you try to fire an arrow/spell at a monster you can see, and they vanish when the targetting reticle comes up.

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

Re: [b34] Breaking Stealth

#4 Post by lukep »

tiger_eye, I see where I misread that now, it is 1 per attack, whether dualwielding or not.

An alternative to changing all of the other skills to not break stealth would be if attacking (in general) did not break stealth, but every talent (including the "Attack" talent) broke it. This would require a change to the Silent Blade to make work, but I think that's the only other change required.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Aussiemon
Higher
Posts: 59
Joined: Sun Sep 18, 2011 12:23 am

Re: [b34] Breaking Stealth

#5 Post by Aussiemon »

velk wrote:In a related note, monsters that are stealthing appear to have their stealth checked again when the player invokes an action, but before the action takes effect.

This is most obvious when you try to fire an arrow/spell at a monster you can see, and they vanish when the targetting reticle comes up.
Ah, interesting. I wondered why monsters (dreads and banshees in particular) would seem to disappear or reappear whenever I targeted them.

Post Reply