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Post by gazoo on Jan 16, 2018 11:14:43 GMT -5
I've only run one area, but have seen this new behavior on mobs throughout the area:
1. Wounds are about 90% resisted
-previous wounding of up to 5 never give more than 1 wound at present -previous sneak attacks of up to 20 never give more than 2 wound at present
Seems to be about 90% reduction
2. Direct elemental AoE (ie, activation things - still testing grenades so can't currently be specific)
~1 pt damage. Fire pools ok after, but the initial bit is 90% reduced, as well
Edit:
Might be mob-specific. In a wyvern fight grenade test.... I saw normal bleed expected and grenade damage. This wyvern was the only one that behaved as expected, though. The other mobs of various types behaved as stated above.
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Post by Psionic-Entity on Jan 16, 2018 11:21:52 GMT -5
What area
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Post by gazoo on Jan 16, 2018 11:23:35 GMT -5
Jungle 85-95
Edit: must be mob-specific.
I ran the Red Light Bandits for comparison and seems to be no detrimental change there. (That area is ok)
Edit2:
I might have been premature to declare the RLBs clean. The initial test I ran was just a really quick couple of attacks to look for some wounding higher than 1 or 2 points and I might be wrong. Upon a second look, it seems like they are taking no initial fire damage either. Only the pool effects can be seen in the cbt log. So...I will look closer to see if it's just the log not stating the up front fire or it's not happening. Also last run I saw no wounding from my armor spikes...but wasn't watching that close.
I'll get out the flamethrower/scorcher/fire grenades for some comparison to the igniters I've been using to see if it is just that mod. And run some bare hand tests to give time for them to endure a bit.
Edit 3:
-cbt log is reporting correctly as mob health doesn't get notched from the intial fire, either. -seems all the fire devices behave the same. No upfront damage, just pool. Grenades too. Max couple of points per round. Crit with scorcher, as well = same. FT beam = same. No upfront damage. Test on miners in wards Mines. Ankegs seemingly take 1 pt of initial fire, which is likely due to weakness to fire - normally they don't do to well vs fire.
I'll experiment with other elemental types later. I think cold was ok.
Might just be related to pooling damage.
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Post by Psionic-Entity on Jan 16, 2018 22:35:15 GMT -5
Fire was an easy one, that'll be fixed next update. Specific mobs might also have issues so reporting those could help.
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Post by gazoo on Jan 16, 2018 22:37:23 GMT -5
If you fixed fire, I'll now focus more on individual wounding issues. Fire was universal.
Wounding test:
**%resist is just a reference term - it could be some bug that simply reduces wound. The critical flank bug seems to suggest this
5 wounding from flanking = + 2 (Flanking I) +2 (Stealth combat I) +1 (Coup de Grace III)
Areas:
5-15 Wards Sewer (Bird fights). Bandit and Axebeak take from 3-4 wounding. 20+% resist
RedLightBandits (Calidor sewer) Bandits take 2-4 20%+ resist. (I think this used to be 4-5 when I tested it a week ago).
30-40 Wards mines. Miners are taking 2 and very rarely 3 flank damage. = ~50%resist. Ankegs take 1 point of wounding =~80% resist
85-95 Jungle was 1 point pretty much across all mobs for flank. =~80+% resist . Except maybe the Wyvern which I'd have to test again to be certain. Previously, they would take something between 2 and 4. And SA would be 20-ish. (Weapon value + 5 from SC I with ~20-40% resist), but is now max of 2.
**there is also an odd thing with the critical flank attack: it never seems to give more than 1 wound, even if a normal wound is in the range of 3-4. Prior to the last week, it seemed to be working correctly.
TLDR:
-wounding resist seems to currently sit from lower levels at 20% to 80/90% at higher. Critical flanks seem to give 1 wound max.
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Post by Psionic-Entity on Jan 17, 2018 22:03:22 GMT -5
Found it, looks like the wounding resists were being (approximately) multiplied by 5. No point checking more until after the update.
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