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IDProjectCategoryDate SubmittedLast Update
0005823AVWW[All Projects] Bug - UIFeb 11, 2012 8:43 pmMar 8, 2012 7:33 am
ReporterGrimerX 
Assigned Tox4000 
Severitytext 
StatusresolvedResolutionfixed 
Product Version0.575 
Fixed in Version0.902 
Summary0005823: Storm dash text indicates 2x damage, 0000003:0000003.02 in reality
DescriptionI thought I was getting beat up a bit too much, so checked by running through skelebot fire. 3.9% damage normally, 11.8 while storm dashing.

Not sure which is intended to be correct. I'm ok with 3x damage, given the speed you move at.
TagsNo tags attached.
Internal WeightMajor Problem
Attached Files

- Relationships

-  Notes
(0018920)
GrimerX (reporter)
Feb 11, 2012 8:56 pm

Same holds for miniature spell.
(0019991)
BobTheJanitor (reporter)
Feb 28, 2012 8:08 pm
edited on: Feb 29, 2012 9:25 pm

Just storm dashed through a fire bat (in ver 0.585) which did 47 damage. Walking back through the same bat did 6 damage.

And just to be complete, tried it in .586 just now, same results. 6.4 damage walking through a fire bat, 47.4 damage dashing. So more than 7 times as much damage. Ouch!

I just accidentally storm dashed through a whale. I don't recommend it. (Over 600 damage)

(0020236)
Minotaar (reporter)
Mar 3, 2012 4:00 am

Still remains the leading cause of deaths in Environ.
The actual damage done seems to be related to how long you hold the button down. Can take up to ~100x damage if you go real fast.
(0020269)
BobTheJanitor (reporter)
Mar 3, 2012 7:10 pm
edited on: Mar 3, 2012 7:11 pm

I just storm dashed into a green amoeba in a storm region and it one shot my 725 HP character. So... yeah.

(0020271)
eRe4s3r (reporter)
Mar 3, 2012 9:01 pm

Can confirm this, damage seems to actually be 7 times as high in some situations, i stormdashed through a bat, and 47 damage it was. And i too got 1-shot killed (on full health) lately by using storm dash ;/

So this is definitely not just a text bug. While the text is also wrong i don't think it was supposed to be 700% more damage
(0020285)
jerith (reporter)
Mar 4, 2012 8:04 am

This renders storm dash effectively unusable, especially underwater. Taking 100-200 damage every time I hit a carp while trying to traverse several screens of emptiness is a bit much. (Not using storm dash means I have to bring a good book to read while adventuring in the ocean. Lots of tedious walking.)
(0020304)
x4000 (administrator)
Mar 4, 2012 12:17 pm

There are two bugs here. The original one from GrimerX is one, and the one everyone else is reporting is another one. The latter of which is now fixed:

* Completely redid the premise of how "ongoing conditions" are applied to players and enemies. This basically refers to enchants, and effects that get applied to you like being set on fire, running from storm dash, etc.
** Previously, most stuff was being handled on addition and on removal of the effect. So if your damage was to be doubled from storm dash, it would set those flags on your character when storm dash got turned on, and would remove those flags from your character when storm dash ended.
** That approach had the advantage of being very CPU-friendly, doing the least possible amount of calculating while a condition was applied to you or an enemy. The thing is, there really don't tend to be that many enemies or characters in a chunk in the first place to where this would become a CPU issue (it would take thousands at once to really become a problem), and it had the drawback of being rather brittle from a code standpoint: if small code errors were made, then you could wind up with ever-spiraling more damage incoming while you storm dash, or immunity to fire not going away after fire shield was taken off, or whatever else.
** Those drawbacks weren't a big deal when we had only a handful of ongoing conditions, but now there are several hundred thanks to enchants, and this was now a major issue. And in fact, the ever-spiraling-upwards damage from storm dash was happening in recent versions, which is what prompted this change in the first place.
** The new methodology wipes all of the from-ongoing-condition flags back to their default states every frame, and then loops over all the ongoing conditions that are currently applied to you to get the final stats, and then uses those stats for the rest of the frame. That means a bit of extra processing per frame, but any CPU from the last 10 years will laugh at the difference, and it keeps us programmers from introducing accidental bugs that are a real pain to hunt down.
** The _downside_ of this change is that it's a fairly substantial change, and in the short term we may have just introduced a raft of new bugs of the sort that we're trying to prevent. If you find any such things, please let us know and we'll fix them. Past a few days from now, this is something that will drastically reduce bug counts from this sort of thing, though, and it's possible that even in the next few days you won't find anything amiss from this (we checked ourselves pretty carefully, but that only goes so far).
(0020305)
x4000 (administrator)
Mar 4, 2012 12:27 pm

Okay, now GrimerX's original one has also been fixed:

* Fixed a bug where things that modified your incoming damage -- such as enchants reducing that damage, or miniature and storm dash increasing that damage, were actually having their modifiers added TWICE. This made a 2x boost in incoming damage actually a 3x boost in damage, and so on.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: eRe4s3r jerith Minotaar
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
Feb 11, 2012 8:43 pm GrimerX New Issue
Feb 11, 2012 8:56 pm GrimerX Note Added: 0018920
Feb 13, 2012 9:42 am tigersfan Internal Weight => Major Problem
Feb 13, 2012 9:42 am tigersfan Assigned To => x4000
Feb 13, 2012 9:42 am tigersfan Status new => assigned
Feb 28, 2012 8:08 pm BobTheJanitor Note Added: 0019991
Feb 28, 2012 8:23 pm BobTheJanitor Note Edited: 0019991 View Revisions
Feb 29, 2012 9:25 pm BobTheJanitor Note Edited: 0019991 View Revisions
Mar 3, 2012 4:00 am Minotaar Note Added: 0020236
Mar 3, 2012 7:10 pm BobTheJanitor Note Added: 0020269
Mar 3, 2012 7:11 pm BobTheJanitor Note Edited: 0020269 View Revisions
Mar 3, 2012 9:01 pm eRe4s3r Note Added: 0020271
Mar 4, 2012 8:04 am jerith Note Added: 0020285
Mar 4, 2012 12:17 pm x4000 Note Added: 0020304
Mar 4, 2012 12:27 pm x4000 Note Added: 0020305
Mar 4, 2012 12:27 pm x4000 Status assigned => resolved
Mar 4, 2012 12:27 pm x4000 Fixed in Version => 0.902
Mar 4, 2012 12:27 pm x4000 Resolution open => fixed


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