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Gloom Confusion too low

Posted: Mon Oct 11, 2010 7:06 am
by yufra
I took a quick look at the Gloom Confusion code and think that it is lower than intended. Currently it is sets the confusion attribute to a flat 0.75, which means that 0.75% of the time the NPC will make an incorrect move. Should this be 7.5% or even 75%?

Re: Gloom Confusion too low

Posted: Mon Oct 11, 2010 7:12 pm
by madmonk
I would suspect 75%, but I think that is too high... 50% might be a better compromise!

Re: Gloom Confusion too low

Posted: Mon Oct 11, 2010 8:30 pm
by edge2054
Considering it's several checks just to get confusion on the creature I don't think 75% is to high once it's going.

Granted elites should have higher resists, shorter confusion durations, and/or lower chance of losing an action.

Re: Gloom Confusion too low

Posted: Thu Oct 14, 2010 10:31 am
by Dervis
As of [beta 12b] testing in-game revealed that the mob behaves almost the same even if confused. I think I once noticed a confused troll take a wrong turn and that was it.

Re: Gloom Confusion too low

Posted: Thu Oct 14, 2010 4:21 pm
by yufra
I can confirm that this is fixed in the SVN repository, to beta 13 should be much better.

Re: Gloom Confusion too low

Posted: Fri Oct 15, 2010 8:21 am
by darkgod
fixed indeed