Knights post 1.7.0.0

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NiteHawk
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Re: Knights post 1.7.0.0

Postby NiteHawk » Tue Oct 16, 2018 4:33 pm

Terron wrote:ah i just misread that.

is something broke with strike then?

i do notice if you land a strike with 2 fp the fp bar jumps to 3 then 0. are strikes adding an extra 10%?


Strikes add 10% PER FP point. That's interesting that the FP bar goes to 3 to 0 but it will for sure be based on 2FP. I have a suspect on that after the actual attack which occurs in the script, it does increase FP only to decrease it again right after. The script uses the basic attack script just with increased damage. And in there is where the FP raises. Not going to go through the dodge formula but just to show what happens:

damageMultiplier = 1 + (0.10 * FP)
AttackTarget(player, damageMultipler, etc,etc)
FP = 0


AttackTarget is also called on regular attacks but without the extra fluff damage (bar checking for two handers bonuses etc). But since you take the FP before hand to get the multiplier, so it's mostly a graphical bug. What's the exact issue though? I tested it but it seemed fine overall. You also have to remember that sometimes 10% or 20% against div attack your min damage with may be lower then lets say a regular div attack with the max damage, etc.

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: Knights post 1.7.0.0

Postby Terron » Tue Oct 16, 2018 4:38 pm

yeah its a nice addition to cavs for sure, and a nice reason to use 2 handers
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants


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