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Teleport Resistance

Posted: Wed Mar 30, 2016 2:56 pm
by Dracos
I know it's supposedly a long/old bug but:

With the vor mages now regularly using phase door and teleport (or maybe they've always done that above normal), it's a real kick that immunity does nothing, and saves do jack.

Re: Teleport Resistance

Posted: Fri Apr 01, 2016 7:44 pm
by ibanix
You mean that teleport resistance isn't giving you whatever % resistance to those effects?

Re: Teleport Resistance

Posted: Sat Apr 02, 2016 5:48 am
by GlassGo
Its work only against Dark Portal, not Phase Door.

Re: Teleport Resistance

Posted: Sun Apr 03, 2016 3:59 am
by Dracos
ibanix wrote:You mean that teleport resistance isn't giving you whatever % resistance to those effects?
Pretty sure it is known that phase door and teleport both go right through teleport resistance 100%. At least folks were chattering as if it was long known in tomechat.

Re: Teleport Resistance

Posted: Mon Apr 04, 2016 8:04 am
by Steven Aus
It is a bit funny that teleport other is not stopped by teleport resistance. I think it might make teleport resistance worthwhile building if it actually protected at least against all normal kinds of teleport other, including phase door.

Re: Teleport Resistance

Posted: Thu Apr 07, 2016 11:33 pm
by HammyHamster
It's a funny potential thing. Since playing a Temporal Warden, I wondered if teleport resistance works and if it is a two-sided sword. You'd expect it to be really bad to have if you regularly use teleports.

I doubt that would be popular, though.


But good to know that it's not currently working, if only for the game mechanics.

Re: Teleport Resistance

Posted: Fri Apr 15, 2016 2:02 pm
by InC
Looking at the code, the only thing teleport immunity does is removing any chance to save against enemy teleports.

It's a simple fix though, from Conveyance.lua the two instances of:

Code: Select all

if target ~= self and target:canBe("teleport") then
	local hit = self:checkHit(self:combatSpellpower(), target:combatSpellResist() + (target:attr("continuum_destabilization") or 0))
	if not hit then
		game.logSeen(target, "The spell fizzles!")
		return true
	end
end
should be:

Code: Select all

if target ~= self
	if not target:canBe("teleport") or not self:checkHit(self:combatSpellpower(), target:combatSpellResist() + (target:attr("continuum_destabilization") or 0)) then
		game.logSeen(target, "The spell fizzles!")
		return true
	end
end

Re: Teleport Resistance

Posted: Thu May 05, 2016 4:39 pm
by darkgod
fixed