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Post by Kitsunenotsume on Nov 30, 2017 19:58:11 GMT -5
More of a suggestion: I went through a pack of poison on [living] mobs and couldn't see any effect. Is it possible to get feedback on this in the combat log? immune, poisoned, saved, damage ticks, etc. Moved to correct sub-forum. I have been considering a larger application of this, in that Fire and Acid damage would benefit from feedback as well. Currently only Wounding Damage provides and report of damage dealt, whereas any other delayed or indirect damage is only revealed once it has a visible effect-on-target. Obviously, with certain weapons the extra information might become a spam (such as the flamethrower) so it is a bit of a balancing act. I would personally support a toggle (if possible) between verbose combat feedback (useful for tracking what is dealt damage where) and simple feedback (when you don't want to get spammed extra combat text). A %verbose toggle could also be leveraged when dealing with unusual creature/damage bugs, by making a bit of extra info available without flooding people not interested in it.
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Post by gazoo on Nov 30, 2017 21:32:52 GMT -5
[imho]
I'm not sure what other indirect damage types there are other than poison and wounding. I expect you refer to a running total of the acid/fire pool - but most the time I'd suggest this total would be interesting only for really big damage soakers such as bosses; normal mobs fall relatively quick before the pool gets very large.
I know you mentioned a button to turn on/off. Yet most elemental immunity/resistance/weakness becomes apparent shortly into the battle after a few attempts with the element.
With multiple players, the cbt log can contribute to lag and this might be detrimental in the long run. (^as you alluded to).
Sometimes I'll use dual weapons, each with an element and if you threw a fire grenade...this would start to get quite overwhelming in the log with many reports a round in addition to the regular damage.
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However, with poison: it seems to be a single application and one strike?. So I was mainly looking for visual clues that it is actually functioning correctly until the mechanics become well documented and established. A save made/failed would be enough. Do mobs have varying levels of tox? (might also be good to know when looking for results over time).
iirc poison traps or the previous snake poisoning would eventually result in ~100Hp damage if tox maxes - and most of these fights were pretty long as to allow for tox to build up. So I was watching for something like this, or even any unaccountable damage clues...without success. And reviewing the log after, as well. I can only assume all saved, were immune or maybe something was amiss until further [expensive] testing.
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Post by Psionic-Entity on Dec 1, 2017 7:45:25 GMT -5
Poison does have a VFX that gets run whenever it's applied. I still don't have a great way of displaying information on other effects ingame because they affect PCs and NPCs differently.
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