Request for Slow resistance

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Hirumakai
Thalore
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Re: Request for Slow resistance

#31 Post by Hirumakai »

First off, thanks for putting the effort into this.

Looking at the game_turn_actions2 patch, it looks reasonable, although I don't know enough to tell you what you might be forgetting.

I assume the first pass logic is there to prevent NPCs from getting targets and doing some sort of basic actions upon creation (i.e. climbing down stairs or a summon trap).

The slow talent modifications look fine as well.

Although now I'm wondering, should the overall SLOW effect calculation be perhaps unified. Since we seem to want to do 1 - 1/(1 + SLOW_VALUE) everywhere, what if did that at the damage type call, rather in the talents themselves?

Make slow behavior such that applying slow dam 1 (100%) means half as fast (1 - 1/(1+1)) = 0.5 mod, slow dam 2 (200%) means 1/3 as fast (1-1/(1+2))=0.66 mod. All the talents could then be rewritten to just be the straight up addition calculation or whatever. The basic advantage of this it pretty much prevents new talents in the future from causing a -1 mod.

Anyways, just my 2 cents.

evouga
Wyrmic
Posts: 231
Joined: Tue Jul 06, 2010 1:03 am

Re: Request for Slow resistance

#32 Post by evouga »

Just lost a character on the high peak to a randboss with some kind of daze talent that lasts longer than its cooldown... :-/

Gonna wait 'til b29 to start playing again.

darkgod
Master of Eyal
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Re: Request for Slow resistance

#33 Post by darkgod »

Yeah this is wonky :/

For b29 I'm changing how it works.
I'm removing actTurn, which was called (wrongly) in "bursts" at low speeds and instead the engine will compute a separate energyBase value, unaffected by any speed mods, when enough energyBase is gained it'll call actBase which will regen life, tick cooldown & timed effects and so on.

This means that when while speed frozen you will regen life, and the slow cooldown will tick down.
If you somehow get slowed down for 3 turns at -90% speed you will only still loose 3 game "turns" (A.K.A: other normal speed creatures will only act three times)

I believe this should fix most issues right ?

Also if you could list me the talents that give stupidly high slow at very high level, I'll bound them
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evouga
Wyrmic
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Re: Request for Slow resistance

#34 Post by evouga »

According to Tiger_eye, these are the talents with uncapped Slow:
"Glyph of Fatigue": slows by (20 + 7*tl)%. Lasts 5 turns.
"Congeal Time": slows (8*tl)%. Lasts 7 turns.
"Kinetic Leech": slows (10 + 3*tl)%. Lasts 4 turns.
Chronomancy speed control "Slow": slow amount depends on spell power, talent level, and paradox modifier. Potientially high. Lasts 5 turns.

darkgod
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Re: Request for Slow resistance

#35 Post by darkgod »

Ok limited them
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Grey
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Re: Request for Slow resistance

#36 Post by Grey »

Have they been given saving throws as well?
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darkgod
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Re: Request for Slow resistance

#37 Post by darkgod »

They always had some
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Grey
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Re: Request for Slow resistance

#38 Post by Grey »

Ah, others in the thread have said otherwise - I guess they were mistaken.
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tiger_eye
Perspiring Physicist
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Re: Request for Slow resistance

#39 Post by tiger_eye »

The modifications look good, DarkGod, except that you should use math.min instead of math.max :P .
Attachments
slow_max_to_min.txt
(2.97 KiB) Downloaded 187 times

darkgod
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Re: Request for Slow resistance

#40 Post by darkgod »

Well yes obviously I was just .. err.. making sure you checked it ! :)
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Hedrachi
Uruivellas
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Re: Request for Slow resistance

#41 Post by Hedrachi »

Could slime-covered ammo fired from a thaloren bow of great speed/halfling sling of great speed be checked? It isn't a slow-until-death issue, but it's damn near. *plucks the two dozen arrows out*
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