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Issues with Spikes

Open Deadwing888 opened this issue 10 years ago • 9 comments

  1. Retail phalanx mitigates damage from spikes the same way it would a melee hit or magic spell. Darkstar phalanx seems to currently have no effect on spikes.
  2. If a low level mob were to hit a high level PL with spikes, it should render the exp for this mob null for the party. (it currently does not)
  3. Spikes do not seem to resist as much as they should vs higher level monsters (I'm sorry this is so vague) ~~4) Dread spikes should wear off after half of the caster's HP has been drained. (I'm told it does not)~~
  4. Duelist's tights currently do not boost damage from spikes.

Deadwing888 avatar Sep 17 '15 22:09 Deadwing888

Spikes has many issues, actually.

Hozu avatar Sep 18 '15 00:09 Hozu

Spikes has many issues, actually.

@Hozu You should open us an issue report for all the things wrong with spikes. Bullet point list encourage.

TeoTwawki avatar Sep 18 '15 21:09 TeoTwawki

Oh I'm not sure I know of all of the issues, but I can ask around. What I do know is that gear that has spikes has a 100% proc rate, and the effect proc rate on curse "spikes" from gear is way too damn high. Dread spikes does not have an cap on the damage absorbed, though that wasn't too broken until SE made it last for 3 mins. I did not know about the phalanx issue, though.

Hozu avatar Sep 18 '15 21:09 Hozu

What I do know is that gear that has spikes has a 100% proc rate,

What? I am certain that's not coded that way. Barring possibility somebody added new stuff and set the database entry for it wrong there shouldn't be any 100% rate gear (unless its retail 100%). There's a mod setting proc rate and the core code handling it hasn't been touched in like a year. https://github.com/DarkstarProject/darkstar/blob/master/src/map/modifier.h#L540

Maybe someone used wrong mod set (one is for gear, the other for the spell only - they are separate because if you use the wrong one the values stack).

TeoTwawki avatar Sep 18 '15 22:09 TeoTwawki

Dread Spikes should absorb up to 50% of the max HP the caster has upon casting it, before mods. Reprisal behaves in a similar manner and works correctly in that regard.

Due to the duration extension, DRK can currently loop Dread Spikes and becomes effectively immune to melee attacks.

https://www.bg-wiki.com/bg/Dread_Spikes

Hozu avatar Sep 25 '15 19:09 Hozu

Another issue with Dread Spikes - if you die to a melee attack with it active, you'll be healed afterwards and cause a zombie glitch.

Hozu avatar Oct 14 '15 17:10 Hozu

I'll fix that zombie issue, it's a big issue.

bendangelo avatar Oct 14 '15 17:10 bendangelo

https://github.com/DarkstarProject/darkstar/commit/1559417cb47e932791e1d1479c8efe04bd9ce443 fixes the no cap to Dread Spikes. Other issues remain.

Hozu avatar Oct 16 '15 23:10 Hozu

Self assigned, I'm 90% into reworking both spikes and additional effects.

2019 edit : spongebob 2 years later voice, still not completed. add effects mostly done in a branch but haven't gotten to spikes yet

TeoTwawki avatar Jan 23 '17 06:01 TeoTwawki