Wild Ride Exploit(?) Topic is solved

When you run into a bug, you can post it here. Yes. -When-.
Please make sure you read the sticky!
User avatar
Haunted Evil Pajamas
Intermediate Poster
Intermediate Poster
Posts: 62
Joined: Sun Jan 25, 2015 8:45 pm

Wild Ride Exploit(?)

Post by Haunted Evil Pajamas » Wed Apr 11, 2018 6:24 am

I am actually unsure if this is an exploit or not, but it feels like one.

Wild Riding with a Multishot Gun in your main hand fires every single round in the gun per tile, meaning rank 5 wild ride with a single autopistol with an extended grip (4 rounds total) will shoot 24 rounds in total at the end of the wild ride, combined with something like chain shell, this does a LOT of damage, especially if focused on one target.
Wild Ride Pls.gif
Wild Ride Pls.gif (135.99 KiB) Viewed 625 times
On top of this, you can set it up correctly so you can utilize akimbo, meaning two autopistols for a total of 36 rounds, I have done up to 1,027 damage on a single enemy with one wild ride as a result of this and chain shell.

The reason I believe this to be an exploit is because if you use Wild Ride when you only have a multishot gun in your offhand, you fire only one round per tile, which then deals terrible damage. I love guns in this game, multishots in particular and I think they should be buffed somehow, but this is kind of ridiculous.

Is this an exploit or did I just give you a reason to nerf wild ride?
Image

User avatar
Macblazer
Novice Member
Novice Member
Posts: 16
Joined: Tue Nov 24, 2015 4:36 pm
Location: Maryland

Re: Wild Ride Exploit(?)

Post by Macblazer » Wed Apr 11, 2018 6:25 pm

To be honest it takes two enemies to set it up. Meaning one on one spars will not have wild ride accessible unless they are a summoner. Plus, there are two items I think that can counter multishots the bellplate, and the magnet shield to direct the gunshot towards a tank with a bellplate. So, I guess if your going to be in a two versus one scenario it's still not exploitable cause you have to knock the person down, and have the other target be in range, while there being no wall near.

In a two versus two it might be exploitable if your partner can easily knock down the target, and kick them near you to Wild Ride. Also, in PVE does each shot apply to each target? Or does it do 24 rounds on every target near wild ride?
Image Image

User avatar
Haunted Evil Pajamas
Intermediate Poster
Intermediate Poster
Posts: 62
Joined: Sun Jan 25, 2015 8:45 pm

Re: Wild Ride Exploit(?)

Post by Haunted Evil Pajamas » Wed Apr 11, 2018 7:19 pm

There are a ton of things that counter guns, Bellplate, Fang Faced Shield, Enchant Shield, Detective Coat, Magnetic Shield, Blade Barrier, Bullet Barrier (to a degree), Matador practically makes you take no damage from them, and resisting pierce damage makes gun users almost non-functional because of the momentum loss. Again, I love guns and Wild Ride is actually my favorite skill in the game, even with how people (myself included) say Guns are just too weak, I think this is just insane.

In all scenario's, with how many rounds you fire with your main hand multishot gun, Wild Ride multiplies it by 6 (since you fire all rounds every tile, and you travel 6 tiles at most). If you are using Akimbo, it applies it in full, firing half the rounds with extremely reduced damage each tile, that's why I say I was firing 36 rounds for over 1,000 damage.

No matter the situation, except for the case that there are literally no enemies to shoot, every single round is fired at a random enemy, which yes even with two enemies to shoot that does reduce the damage considerably, the amount of damage total still remains the same, there is also the case of durability which Wild Ride reduces durability for each tile you travel (just like lead storm reducing durability for each enemy) but that's negated by Divine which every DH with a gun should have.
Image

User avatar
Macblazer
Novice Member
Novice Member
Posts: 16
Joined: Tue Nov 24, 2015 4:36 pm
Location: Maryland

Re: Wild Ride Exploit(?)

Post by Macblazer » Thu Apr 12, 2018 1:56 am

So, yeah. It's really good, and sitautional. Wild Ride does not need a nerf, and if it was, then it would not be that useful against a group of enemies if the damage/tiles were reduced. Since, the shots separate for each target.
Image Image

User avatar
Spoops
Posted to Death
Posted to Death
Posts: 2322
Joined: Wed Feb 25, 2015 9:25 am
Location: Somewhere

Re: Wild Ride Exploit(?)

Post by Spoops » Thu Apr 12, 2018 2:44 am

Originally I wasn't going to add anything since I didn't have anything constructive to say..but...

it looks like a bug to me, wild ride should not have the potential to instantaneously murder somebody under any given situation, nor is this the place to dispute whether or not to nerf a skill by bug fixing it.

Not to mention a similar bug has been fixed before, as wild ride has almost always been buggy as long as I've seen it be used: viewtopic.php?f=9&t=3170&

User avatar
Lolzytripd
Posted to Death
Posted to Death
Posts: 1312
Joined: Wed Nov 12, 2014 7:04 pm

Re: Wild Ride Exploit(?)

Post by Lolzytripd » Thu Apr 12, 2018 3:52 am

Wild ride with only one target to shoot at will pretty much always wreck the poor enemy being hit.

Also 1k damage on a single enemy thanks to multi shot guns only really shows how sad multishot guns are if it takes that many shots to do 1k.

A single shot gun set up with wild ride can do an easy 600-700 damage spread out over every enemy if prepared correctly.


I'd also argue this isn't a bug, more that something is actually working in a way it should for once.

multishot < single shot now, so even getting all these shots off will mostly tickle anything with an actual armor stat.

User avatar
Neus
Site Admin
Site Admin
Posts: 5061
Joined: Tue Nov 11, 2014 12:53 pm

Re: Wild Ride Exploit(?)

Post by Neus » Thu Apr 12, 2018 5:38 am

Any good debug info?

User avatar
Haunted Evil Pajamas
Intermediate Poster
Intermediate Poster
Posts: 62
Joined: Sun Jan 25, 2015 8:45 pm

Re: Wild Ride Exploit(?)

Post by Haunted Evil Pajamas » Thu Apr 12, 2018 8:05 am

Turned player debug on and used wild ride with my single mainhanded autopistol, it has 4 rounds because of extended grip, Celsius shell was active too.
I have no idea what any of this means for the record, not exactly a smart person.


Debug: 0
Debug: Wild Ride - /obj/skill/wild_ride
Debug: Checking cost negation effects.
Debug: Before Use Skill called. Sand Kraboid, Cartoon Character, Wild Ride, 1
Debug: Magister's Magnum; rounds = 4, rounds_over = 1, bonus_dmgs = 24.75, bonus_dmg_over = 24.75
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Magister's Magnum; rounds = 4, rounds_over = 1, bonus_dmgs = 24.75, bonus_dmg_over = 24.75
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 278 VS Dodge Rate of 66
Debug: Magister's Magnum; rounds = 4, rounds_over = 1, bonus_dmgs = 24.75, bonus_dmg_over = 24.75
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: Magister's Magnum; rounds = 4, rounds_over = 1, bonus_dmgs = 24.75, bonus_dmg_over = 24.75
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: Magister's Magnum; rounds = 4, rounds_over = 1, bonus_dmgs = 24.75, bonus_dmg_over = 24.75
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: Magister's Magnum; rounds = 4, rounds_over = 1, bonus_dmgs = 24.75, bonus_dmg_over = 24.75
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: Critical Multiplier for this attack is: 154%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Hit Rate of 289 VS Dodge Rate of 66
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: bonus_dmg_this = 24.75
Debug: Basic Attack - Weapon Magister's Magnum; 0
Debug: Total Power for Magister's Magnum / Magister's Magnum was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Image

User avatar
Neus
Site Admin
Site Admin
Posts: 5061
Joined: Tue Nov 11, 2014 12:53 pm

Re: Wild Ride Exploit(?)

Post by Neus » Fri Apr 13, 2018 6:46 pm

It seems like it's doing the one attack per movement but then it's deciding to attack a bunch of times at the end, maybe? Do the number of attacks match up with the amount of tiles moved?

User avatar
Haunted Evil Pajamas
Intermediate Poster
Intermediate Poster
Posts: 62
Joined: Sun Jan 25, 2015 8:45 pm

Re: Wild Ride Exploit(?)

Post by Haunted Evil Pajamas » Fri Apr 13, 2018 8:56 pm

If the intended way is to fire all of your rounds every tile (so for my autopistol, 4 per tile) then yes, it is, when offhanded, it only fires one round per tile and does not compensate the damage.
Image

Post Reply