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This repository has been archived by the owner on Apr 29, 2020. It is now read-only.
I can't say 100% that zero-per-hit vs zero-over-whole-WS matters for TP return. Or, so long as a weaponskill deals more than zero total damage, if the WS should return TP equivalent to all landed hits, or if it should only return TP for the hits that actually contributed to the total damage. I've been unable to find a clear source.
This was fixed in the past according to another issue linked there (at least, similar behavior was).
Are you running the newest master?
Also, Client version is not n/a as a wrong client version can cause weird issues.
Can what you've linked to not be resolved in the "hitslanded" by adding a if !dmg = 0 before incrementing the variable?
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I have:
Client Version (type
/ver
in game) : n/aSource Branch (master/stable) : master
Additional Information (Steps to reproduce/Expected behavior) :
TP return for weaponskills is calculated by
tp/hitsLanded
. This is incremented when a player passes a whiff check for each hit of their weaponskill, and currently does not check thedmg
that was dealt by the hit.Side note: Per-hit damage isn't checked against Stoneskin at this point either. It is checked against the total damage that is passed into the defender's takeWeaponSkillDamage. Though I'm not sure if this distinction is important for final damage (but duplicated hybrid hits come to mind).
I can't say 100% that zero-per-hit vs zero-over-whole-WS matters for TP return. Or, so long as a weaponskill deals more than zero total damage, if the WS should return TP equivalent to all landed hits, or if it should only return TP for the hits that actually contributed to the total damage. I've been unable to find a clear source.
BUT the player is going to get credit for all non-whiff hits over the entire weaponskill regardless, because no check against final damage is made before returning the number of hits landed back to the calling weaponskill.
(And in my preemptive defense, this isn't my fault...!)
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