Gloom Confusion too low
Moderator: Moderator
Gloom Confusion too low
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%?
<DarkGod> lets say it's intended
Re: Gloom Confusion too low
I would suspect 75%, but I think that is too high... 50% might be a better compromise!
Regards
Jon.
Jon.
Re: Gloom Confusion too low
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.
Granted elites should have higher resists, shorter confusion durations, and/or lower chance of losing an action.
Re: Gloom Confusion too low
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
I can confirm that this is fixed in the SVN repository, to beta 13 should be much better.
<DarkGod> lets say it's intended
Re: Gloom Confusion too low
fixed indeed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
