Issues with damage increasing Oils #2022
Replies: 7 comments 13 replies
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Your final damage includes a weaponless damage component, so even if the weapon does net 0 damage, you'll still do (a lot of, if high level) damage. I think this is silly, but it's how the original damage formula works. Check Jarulf's for the actual formula for the intrinsic physical component.
Even if we don't have a clear decision for how it should work in general in regards to limits, values should never overflow, for any value in the entire game. All values should be capped and checked against the cap on increment. Similarly, negative values should also never be allowed. This means every increment and decrement of any stat or resource value should always be bounds checked.
I honestly don't understand the reasoning behind this strategy at all. At best, it seems completely arbitrary to me. While i have some ideas for a mod (for example, losing the effects of oils incrementally while repairing) for devilutionx I'm not entirely sure what we can do.... Maybe (and this is probably a bit outlandish) the damage limit should be based on the base weapon damage. So a bastard sword, which is normally 6-15, could never surpass 12-30 damage through oils for example (2x base damage). Or even, the max could be the average base damage instead, so a bastard sword could never do more than 21 average damage. Then, I'd make the oils randomly add minimum or maximum damage, instead of targeting one or the other with fixed values. For example, oil of sharpness could add +1 damage (randomly selected between min or max) while oil of death would add +3 (+3min, +2min/+1max, +1min/+2max or +3max). |
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I'd just fix it so it's consistent. Although I love maxing stuff out I think its stupid going for 256 damage on a weapon. My vote goes for apply the current normal max damage limits and not allow the increase more than intended. At most, maybe allow increasing the min damage after max damage limit has been reached until half the amount of max damage increase in case the latter has been reached by applying OoS or WS. |
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It actually just occurred to me that one could make it so that "different weapons have different potentials for improvement". Say, a bastard sword is normally 6-15, but we could make it so that it has a "maximum potential" of 20-30 or something. At the same time, a dagger is 1-4 but we could have it deal potentially 10-50 or something. This is probably off-topic here, but it gave me some ideas (the concept of a "max potential damage" for a weapon). |
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Maybe a reasonable change would be to limit it to the max that could have been rolled by the item generator? Of cause this is a heavy restriction compared to what was possible before, but they also had the bug that would reset it between each game. |
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You could also implement the bug back as a feature, it works from a realistic standpoint (oil evaporating after a while or smth like that). This solution does make the oils less useful in general, but that can be said about multiple items in the game. |
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If you could only oil something once for a slight permanent boost ontop of enchantments... that might make sense. But it looks ridiculous to allow oiling things repeatedly. That makes it so that a) finding oils is more important than finding items themselves IIRC the game doesn't even show you how much dmg/dur/armor has been gained from oil after it has been applied. Ideally, we show "+1 Damage from Oil" on the attribute window like an enchantment so that you can clearly see an item has been oiled. Yes, I realize you can't do that in the tiny info panel. |
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I think some might disagree with the "very welcome" part. What I'd like to see is the ability to switch permanence of non-durability oil effects on and off through diablo.ini, with it being disabled by default (faithful to the original Hellfire behavior). Then all of the discussion above is only relevant to players who actually turn it on, and the old-timers get to enjoy the game as it used to be Update: I phrased poorly. The original where the "with fewer bugs" was not crossed out was misleading. |
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Oil effects were wiped in original Hellfire when starting a new game, but they stick around in DevilutionX (a very welcome change). However, this introduces some long term issues, also in combination with Weird and Gloomy shrines. These are all connected, and at the moment I'm fishing for feedback about which of those issues I should fix (and how).
Mechanisms right now
Issues
Overflow
The GS limits the reduction to min. damage, so at worst you will get a weapon that does 1-1 damage (or whatever the minimum is). WS, OoS and OoD don't limit the increase to 255 however, at which point maximum damage will wrap around to zero. This doesn't lead to crashes, it just looks odd. I didn't check how all the calculations behave, but I whacked a few monsters and they took damage.
Suggestion
Maybe limit all increases to a weapon's max damage to 255. The chance to actually reach the overflow is slim, but if someone is determined they will eventually achieve it.
Endless Increase
Applying OoD will increase the difference between max and min steadily, until the range is 30, and no more OoD can be applied. If a GS is then used, it will reduce the range to 29, which allows applying one more OoD, increasing both minimum and maximum damage. By repeating this, weapon damage can be boosted forever (or until 255 is reached).
Example:
Rinse, repeat.
Suggestion
This is so stupid that if someone really wants to do it, why not. Wouldn't fix it.
OoS/WS precludes usage of OoD
Applying OoS and using WS repeatedly can boost weapon damage until the damage range exceeds 30. At this point, applying OoD to the weapon will not work anymore. This isn't improbable, and it happened to me. OoS are relatively common, so boosting e.g. a Bastard Sword to do 6-36 damage isn't too difficult. Then finding one of the rare OoD and trying to apply it to the weapon without any effect is a big letdown.
Suggestion
I would fix this by allowing to use exactly as many OoD on a weapon as if no OoS or WS had been used, essentially making the order of application irrelevant.
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