Hi, there have been a couple of bugs which we as community were able to track down, fix and test.
The idea was to make an unofficial patch mod for the game, plus provide the solutions if you would want to incorporate them into one of the future (if any) official updates.
What was done:
1. Fixed inflicted DoT damage not being tracked/registered in "Total Damage Done".
2. Fixed an issue with DoTs not benefiting from Elemental talents (Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay).
3. Fixed an issue with DoTs not benefiting from Race Slayer talents (Beast Slayer, Primal Bane, Ghost Hunter, Sanctifier, Wilder Hunter).
4. Fighter's ability Take the Hit will no longer protect non party characters (there was a problem where it would affect charmed enemies).
5. Fixed an issue where charm and dominate effects could unexpectedly break if affected character had no target despite enemies being in range.
5.b. Last enemy will no longer break charm and dominate effects immediately. These effects will last at least 5s, and player will be notified with "<Creature> has broken free!" message.
6. Consume potions duration reduced from 2.33s to 1s
7. Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger).
And the more detailed list:
BUG #1
PROBLEM: DoT damage done by the party members is not registered in the "Total Damage Done" section on their character sheet. Which makes it hard to estimate their damage contribution.
SOLUTION: Invoke StatsOnHit tracker from Health.ApplyDamageDirectly()
PROBLEM: Elemental talents actually do not increase all elemental damage, specifically they do no affect DoTs.
WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and elemental damage modifiers were forgotten to be added.
SOLUTION: Add respective checks to Health.ApplyDamageDirectly()
PROBLEM: Racial Slayer talents actually do not increase all damage, specifically they do no affect DoTs.
WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and related damage modifiers were forgotten to be added.
SOLUTION: Add respective checks to Health.ApplyDamageDirectly()
PROBLEM: An enemy who switched sides (due to charm, dominate, confuse) could benefit from Take the Hit modal ability. This was quite harming fighter's survivability.
SOLUTION: Allow TransferDamageToCaster status effect to be applied only to party members, in StatusEffect.ApplyEffect()
SOLUTION: Add additional condition (in StatusEffect.UpdateHelper()) that would check if there are any enemies nearby, and (optionally) provide a 5s grace period before breaking charm/dominate on a single target.
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MaxQuest 2,787
Hi, there have been a couple of bugs which we as community were able to track down, fix and test.
The idea was to make an unofficial patch mod for the game, plus provide the solutions if you would want to incorporate them into one of the future (if any) official updates.
What was done:
1. Fixed inflicted DoT damage not being tracked/registered in "Total Damage Done".
2. Fixed an issue with DoTs not benefiting from Elemental talents (Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay).
3. Fixed an issue with DoTs not benefiting from Race Slayer talents (Beast Slayer, Primal Bane, Ghost Hunter, Sanctifier, Wilder Hunter).
4. Fighter's ability Take the Hit will no longer protect non party characters (there was a problem where it would affect charmed enemies).
5. Fixed an issue where charm and dominate effects could unexpectedly break if affected character had no target despite enemies being in range.
5.b. Last enemy will no longer break charm and dominate effects immediately. These effects will last at least 5s, and player will be notified with "<Creature> has broken free!" message.
6. Consume potions duration reduced from 2.33s to 1s
7. Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger).
And the more detailed list:
BUG #1
PROBLEM: DoT damage done by the party members is not registered in the "Total Damage Done" section on their character sheet. Which makes it hard to estimate their damage contribution.
SOLUTION: Invoke StatsOnHit tracker from Health.ApplyDamageDirectly()
CODE: https://pastebin.com/UFD83fC2 (Ctrl-F RELATED BUGS)
BUG #2
PROBLEM: Elemental talents actually do not increase all elemental damage, specifically they do no affect DoTs.
WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and elemental damage modifiers were forgotten to be added.
SOLUTION: Add respective checks to Health.ApplyDamageDirectly()
CODE: https://pastebin.com/UFD83fC2
BUG #3
PROBLEM: Racial Slayer talents actually do not increase all damage, specifically they do no affect DoTs.
WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and related damage modifiers were forgotten to be added.
SOLUTION: Add respective checks to Health.ApplyDamageDirectly()
CODE: https://pastebin.com/UFD83fC2
BUG #4
PROBLEM: An enemy who switched sides (due to charm, dominate, confuse) could benefit from Take the Hit modal ability. This was quite harming fighter's survivability.
SOLUTION: Allow TransferDamageToCaster status effect to be applied only to party members, in StatusEffect.ApplyEffect()
CODE: https://pastebin.com/g3FibpLi
BUG #5.a.
PROBLEM: Sometimes charm and dominate effects end prematurely even if there are enemies in range, because AI fails to pick a new target.
BUG #5.b.
PROBLEM: If you charm or dominate a single target, it breaks the effect immediately and without any notification.
RELATED BUG REPORTS: one, two, three, four
SOLUTION: Add additional condition (in StatusEffect.UpdateHelper()) that would check if there are any enemies nearby, and (optionally) provide a 5s grace period before breaking charm/dominate on a single target.
CODE: https://pastebin.com/g6DLEG62
BUG #6
PROBLEM: Drinking potions occasionally fizzles
STATUS: minor
SOLUTION: not found
WORKAROUND: speed-up consume potions animation
CODE: https://pastebin.com/9NwRPKuL
BUG #7
PROBLEM: Going invisible (Shadowing Beyond, Withdraw) resets the combat and breaks these effects. This is especially important for solo players.
SOLUTION: Prolong combat if there are enemies nearby (in GameState.UpdateIsInCombatAndGameOver())
CODE: https://pastebin.com/T51KWeDv
Edited by MaxQuestPoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules
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