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#57 - [Bug] Damage Reduction Redone (APPROVED-Worked Needed)

 
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Vanoi
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PostPosted: Mon Feb 11, 2013 7:14 pm    Post subject: #57 - [Bug] Damage Reduction Redone (APPROVED-Worked Needed) Reply with quote

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%.
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Last edited by Vanoi on Sat Mar 02, 2013 11:59 am; edited 6 times in total
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sirstephen
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PostPosted: Wed Feb 13, 2013 1:16 am    Post subject: Reply with quote

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
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PostPosted: Wed Feb 13, 2013 2:11 am    Post subject: Reply with quote

YAY
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Walterohdim
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PostPosted: Wed Feb 13, 2013 5:40 am    Post subject: Reply with quote

yes
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Dark Leth
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PostPosted: Wed Feb 13, 2013 9:55 am    Post subject: Reply with quote

What happened to my 'support' post?

Support.
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Vanoi
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PostPosted: Sun Feb 17, 2013 8:13 pm    Post subject: Reply with quote

Frizz this was the second part of the Leopard Buff which I seperated as you told me.
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Vanoi
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PostPosted: Sun Feb 24, 2013 2:37 am    Post subject: Reply with quote

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.
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krisjaniz
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PostPosted: Wed Mar 27, 2013 3:54 pm    Post subject: Reply with quote

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
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PostPosted: Wed Mar 27, 2013 7:13 pm    Post subject: Reply with quote

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
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