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Vanoi Site Admin

Joined: 25 Aug 2005 Posts: 1403 Location: Avoiding You (The Void)
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Posted: Mon Feb 11, 2013 7:14 pm Post subject: #57 - [Bug] Damage Reduction Redone (APPROVED-Worked Needed) |
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https://sourceforge.net/p/dropshock/tickets/57/
Approved: 5 votes.
This basicly puts in a proper damage reduction cap without making a mess in the code.
This is to fix the bug of DWA being able to achieve 100% damage reductioin and the Leopard 85%. _________________ The person who will go to great lengths to fight boredom...

Last edited by Vanoi on Sat Mar 02, 2013 11:59 am; edited 6 times in total |
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sirstephen Hopeless Romantic
Joined: 01 Jun 2008 Posts: 181
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Posted: Wed Feb 13, 2013 1:16 am Post subject: |
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support. If people want to discuss allowing a higher cap against the specific unit types they use, i'd be willing to look at it, but this needs to be fixed now. |
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Slayer_666 Council Member
Joined: 20 Dec 2012 Posts: 226
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Posted: Wed Feb 13, 2013 2:11 am Post subject: |
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YAY |
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Walterohdim Site Admin

Joined: 15 Jun 2006 Posts: 1629 Location: Somewhere with lots of doors
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Posted: Wed Feb 13, 2013 5:40 am Post subject: |
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yes _________________ Wannabee historian of Tinywarz. Through the building of myth we will build community. M. Scott Peck
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Dark Leth Council Member
Joined: 05 Jul 2005 Posts: 1498
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Posted: Wed Feb 13, 2013 9:55 am Post subject: |
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What happened to my 'support' post?
Support. |
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Vanoi Site Admin

Joined: 25 Aug 2005 Posts: 1403 Location: Avoiding You (The Void)
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Posted: Sun Feb 17, 2013 8:13 pm Post subject: |
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Frizz this was the second part of the Leopard Buff which I seperated as you told me. _________________ The person who will go to great lengths to fight boredom...
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Vanoi Site Admin

Joined: 25 Aug 2005 Posts: 1403 Location: Avoiding You (The Void)
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Posted: Sun Feb 24, 2013 2:37 am Post subject: |
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Frizzi wrote: | $damMod_Total as an associative array is the wrong way to go at this -
If you think it through, every attack will increment this array until the value is maxed out at .6 ... even if a unit has only .1 of protection, doing it this way will ensure they get more and more protection every attack.
Also, the hard-coded $weapon->mod_type checks are a bug waiting to happen, someone's going to forget about this down the road and wonder why damage isn't what it should be.
It can be fixed, but I'd recommend this approach be scrapped: it's getting really, really complicated. An alternative may be to allow meka damage reduction to work in series with weapon damage reduction, just reduce the amount of damage meka damage reduction removes -remember it's a percent of a percent, so you get something like:
60% Ballistic reduction + 50% Meka damage reduction = 80% total damage reduction (60% + half of the remaining 40% of damage (20%) = 80%)
If you cap Meka damage reduction around 30-50% you can keep this portion of the code simple and have the damage reduction still be effective. |
I wanted to set it to a hard 60% as that's what it says the Damage Cap is on the Defense Mods.
Though, it may not be perfect solution I believe it does the job as the total would reset to 0 for each weapon and begin the count again.
APM and CNA are also for the armor ignoring mods so I just assume it would be best here lol.
I really believe this is the best way to go about at this current time.
Each weapon before the damage reduction has the total set to 0, then it just adds all the relevant Damage Reductions which it caps the total at 60%. I would be willing to consider other options, but this just seems the simplest/less complicated to me.
I would like for the Council to discuss this. _________________ The person who will go to great lengths to fight boredom...
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krisjaniz Mentor
Joined: 17 May 2009 Posts: 471
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Posted: Wed Mar 27, 2013 3:54 pm Post subject: |
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Vanoi wrote: | Frizzi wrote: | [..]
I'd recommend this approach be scrapped: it's getting really, really complicated. An alternative may be to allow meka damage reduction to work in series with weapon damage reduction, just reduce the amount of damage meka damage reduction removes -remember it's a percent of a percent
[..] |
I wanted to set it to a hard 60% as that's what it says the Damage Cap is on the Defense Mods.
[..]
I really believe this is the best way to go about at this current time.
[..] |
This is a bug fix, we can leave any and all additional tweaks to damage protection to a later time (and it should also be a separate discussion).
For the time being I like Vanoi's approach more - it is pretty clear in the coding and could be reworked easily as we see fit at a later time. In fact, it is much more clear, at least to the untrained eye, than any percent of a percent code could ever be.
Please guys submit your opinions on this, I feel that we are letting a bug stay unfixed waiting for a "better" way to handle this - and I don't see that happening anytime soon. _________________
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Walterohdim Site Admin

Joined: 15 Jun 2006 Posts: 1629 Location: Somewhere with lots of doors
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Posted: Wed Mar 27, 2013 7:13 pm Post subject: |
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If this is capping Damage reduction at 60% max for leopard I vote yes. I hate damage reduction with a passion, and any abuse-able bug exploits regarding it need to be fixed.
Walterohidm _________________ Wannabee historian of Tinywarz. Through the building of myth we will build community. M. Scott Peck
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