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Holy Enchant Bug
#1
The Holy Enchant doesn't appear to be multiplying damage correctly. I have two test cases from myself, and one from someone else's holy weapon, that show the enchant changing damage inconsistently. To preface, I have 5/5 in the Divine Sign talent, which is supposed to improve Holy's effectiveness.

Test 1:

I shot a white spirit using Vampire with Brighter Darkness with a non-holy shotgun, and then the holy one. To note, the holy shotgun had the exact same parts, upgrades, material, and tools used on it, only the enchant was different.

Combat Log:
Critical Hit! Phenex Mobster attacks Sanguine Girl with 10-Gauge and hits them!
Sanguine Girl takes 135 Pierce physical damage.
Sanguine Girl takes 13 Null magical damage.
Phenex Mobster's turn.
Critical Hit! Phenex Mobster attacks Sanguine Girl with The holy and hits them!
Sanguine Girl takes 154 Pierce physical damage.
Debug Log:
Debug: Attack - /obj/skill/fe_attack/gun
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34. /* This is the non-holy weapon. */
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 100, bonus_dmg_over =
Debug: bonus_dmg_this = 100
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Mercalan Mist Bonus Evade: 0
Debug: Hit Rate of 165 VS Dodge Rate of 108
Debug: 0
Debug: Sub-Attack - /obj/skill/fe_sub_attack/gun
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 51. /* This is the holy weapon. */
Debug: Basic Attack - Weapon the holy; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 51.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Mercalan Mist Bonus Evade: 0
Debug: Hit Rate of 274 VS Dodge Rate of 111
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: Mercalan Mist Bonus Evade: 0
Debug: Hit Rate of 165 VS Dodge Rate of 111
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: 0
Test 2:

I shot a Barghest with 13 defense with a non-holy shotgun, and then the holy shotgun.

Combat Log:
Critical Hit! Phenex Mobster attacks Barghest with 10-Gauge and hits them!
Barghest takes 172 Pierce physical damage.
Barghest takes 12 Null magical damage.
Phenex Mobster recovered 1 FP.
Phenex Mobster's turn.
Critical Hit! Phenex Mobster attacks Barghest with The holy and hits them!
Barghest takes 204 Pierce physical damage.
Barghest takes 12 Null magical damage.
Debug Log:
Debug: Attack - /obj/skill/fe_attack/gun /* This is the non holy weapon. */
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 102, bonus_dmg_over =
Debug: bonus_dmg_this = 102
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags
Debug: 0
Debug: Sub-Attack - /obj/skill/fe_sub_attack/gun /* This is the holy weapon. */
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 59.
Debug: Basic Attack - Weapon the holy; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for the holy / the holy was 59.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: no_reduc was in flags


Test 3:

I was shot with a non-holy sniper rifle and a holy sniper rifle, while I was using spirits. I am a Phenex, so brighter darkness does not come into play. These sniper rifles had the same parts on them, but one was Arctic and one was Galdric. (Holy was Galdric, meaning it had 2 less power than its non-holy counterpart). The person shooting me also had 5/5 divine sign.

Combat Log:
Sanguine Girl attacks Phenex Mobster with Morally Ambiguous Ghost and hits them! /* Holy */
Phenex Mobster takes 72 Pierce physical damage.
Sanguine Girl's turn.
Sanguine Girl attacks Phenex Mobster with Bad Ghost and hits them!
Phenex Mobster takes 67 Pierce physical damage.
Sanguine Girl's turn.
Debug Log:
Debug: Total Power for Morally Ambiguous Ghost / Morally Ambiguous Ghost was 35. /* Holy */
Debug: Morally Ambiguous Ghost; rounds = 1, rounds_over = , bonus_dmgs = 90, bonus_dmg_over =
Debug: bonus_dmg_this = 90
Debug: Basic Attack - Weapon Morally Ambiguous Ghost; 0
Debug: attack_pow: wep_pw (17) increases Power to 17
Debug: Total Power for Morally Ambiguous Ghost / Morally Ambiguous Ghost was 35.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: attack_pow: wep_pw (19) increases Power to 19
Debug: Total Power for Bad Ghost / Bad Ghost was 22.
Debug: Basic Attack - Weapon Bad Ghost; 0
Debug: attack_pow: wep_pw (19) increases Power to 19
Debug: Total Power for Bad Ghost / Bad Ghost was 22. /* Non-holy */
Debug: no_armor was in flags
Debug: projectile was in flags


I noticed that base power is showing in debug as multiplying correctly: my shots against the brighter darkness vampire yielded 50% extra scaling, since brighter darkness counteracts divine sign. Their shot on me yielded 75% extra scaling, after compensating for Galdric power difference. However, the actual damage done is not being affected in this consistent way.
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#2
It's multiplying damage correctly, as far as I can tell. The issue you're noticing is the result of how guns work. Since guns are unique and add the scaled weapon damage separately as bonus damage over several rounds, it isn't increased by Holy.
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#3
I really think it should be. The amount of drawbacks guns have now simply because they're guns has gotten fairly large. There's very little reason being shot with holy bullets shouldn't hurt. Is it possible to write in a multiplier for guns so they function with the enchant?
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#4
The calculation could be moved to the same place as Hunted/Marked for Death/etc which would let it function similarly to those.
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#5
Yes please.
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#6
Very well then.
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#7
Uh, just making sure. This still only applies to basic attacks, right?
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#8
It should be, yes.
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#9
Testing this again after the new update: Holy has zero impact on the damage done to undead creatures in a castle. Two guns with identical stats and power, but one being holy, did the same damage to Barghests, Sliding Zombies, and Corpse Hands.
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#10
Bump, no weapons seem to be benefiting from holy at this time.
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