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"What a random email", or "long time no see!"

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Post  Zergling_man Tue Apr 03, 2018 4:38 pm

Maybe I should get back into this game, ey.
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Post  Nazzov Tue Apr 03, 2018 10:16 pm

Yeah, thought the same. Wink
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Post  Karifean Wed Apr 11, 2018 4:33 am

Well, patch 1.29 is out and SetDamageTaken works as hoped. This is powerful stuff...
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Post  Zergling_man Wed Apr 11, 2018 9:42 am

SetDamageTaken being? Does this let us do more interesting things than just static armour types?
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Post  Karifean Thu Apr 12, 2018 1:32 pm

Zergling_man wrote:SetDamageTaken being? Does this let us do more interesting things than just static armour types?

It allows catching a "Takes Damage" event and directly modifying the damage dealt to the target.

Now if only it was possible to check Attack/Damage Type of the damage source it'd be just about perfect ^^;
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Post  Zergling_man Thu Apr 12, 2018 1:37 pm

But in the meantime it can be used to reimplement armour/damage types if required, while also allowing interesting things like a night hunter's armour?
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Post  Karifean Thu Apr 12, 2018 2:06 pm

Yep, selective damage increasing/decreasing based on whatever factors you want.
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Post  Andrenden Thu Apr 12, 2018 8:07 pm

Been lurking since the newsletter email went out, with this new set damage does that mean we might see armor values plummet and instead have specific cases for the mitigation/offset of damage? In the current state it felt like if you wanted to deal any real damage through attacks on high armor targets that you would need to Tonberry first just to get their armor down to a reasonable reduction.

Then on the flip side, armor values became useless for the players and we would need to search for other ways to mitigate things such as all the block items. I’m not saying those should go away of course, but when looking at an item with armor vs an item with the chance to do something like block an attack entirely, you would take the block. Simply because the armor value made the reduction something silly like 1% or less.

I checked my main save code and all it’s items are majority block for that exact reason. It even became somewhat unreasonable to use magic resist gear such as Maxamillion simply because of something like the block chance on Adamantite Armor.

Anyway, keep up the good work and hopefully all the toys the patch gave make the quality of life for map design much better.

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Post  Karifean Fri Apr 13, 2018 2:22 pm

Well we went back to a bit less crazy block values. No armors or helmets have block/eva anymore far as I recall, and no weapons barring the Main Gauche dagger and Tournesol sword.
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