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Author Topic: FEP+  (Read 63401 times)

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Re: FEP+
« Reply #210 on: »
Quote
Maybe, but the total amount of time it would take is way more than I can invest

It's Okay, this is just an idea. Maybe later if you want to create a new class that focusing on using Polearm you can use this idea. ;)

Quote
especially since I want to help with the reported bugs and finish working on stuff I started years ago.

Thank you very much for helping to fix the existing bug & Good luck to continue working on stuff you started years ago.  :)

Re: FEP+
« Reply #211 on: »
I scoured all the code for both skills and found no irregularities.

So I suspected maybe Art Strike had a custom animation and there were additional hit triggers -- this is not the case.

The last place I checked was this layout:
Code: [Select]
<STRING>FILE:media/skills/kensi/arterial_strike/art_strike.layout
I figured it out and now have it working.

Change the following on Damage Shape7:
DOT: False
Max Units Hit: 10

Change the following on Timeline8:
Duration: 0.3
Use View External tool on Timeline8 and extend Damage Shape7: Event_disable to 0.3 seconds

I suspect the problem stemmed from DOT being set to True and every 0.3 seconds the damage shape would trigger over a 1 second duration - resulting in 3 hits every 1 skill use (*# of monsters hit by the skill).

Problem solved.

Time to hunt down this Kensei/Ronin crash bug.
« Last Edit: July 20, 2018, 02:39:11 pm by Epoch »

Re: FEP+
« Reply #212 on: »
I searched for any affixes that both classes use involving the same/similar stat:

Code: [Select]
Kensei
Fine Control - modify damage bonus based on character dps righthand
You Must Die - modify damage bonus based on character max damage righthand
Riposte - Damage reflect modified by character max damage righthand
Must Live - Lifesteal modified by character dps righthand

Ronin
Focused Strike - modify damage bonus based on character dps righthand
Must Live - Lifesteal modified by character dexterity
Fire Stance - Damage bonus modified by Character damage max

I also noticed Kensei pulsing strike proc is set to not stop on death and is set to not proc from skill. Dunno if that will impact anything.

I suspect this bug involves the skills where damage bonus is modified by character dps righthand/character damage max/character max damage righthand, but I'm keeping Riposte and the lifesteal skills on the list in case I'm wrong. Time to test.
« Last Edit: July 20, 2018, 04:02:18 pm by Epoch »

Re: FEP+
« Reply #213 on: »
Seeing how ur using different stats as effect modifiers is a real eye opener. AND i can see how it can get confusing too! Great skills design :thumbsup:


Re: FEP+
« Reply #214 on: »

Change the following on Damage Shape7:
DOT: False
Max Units Hit: 10

Change the following on Timeline8:
Duration: 0.3
Use View External tool on Timeline8 and extend Damage Shape7: Event_disable to 0.3 seconds

I suspect the problem stemmed from DOT being set to True and every 0.3 seconds the damage shape would trigger over a 1 second duration - resulting in 3 hits every 1 skill use (*# of monsters hit by the skill).

Problem solved.
Many thanks, the bug is fixed now.

Re: FEP+
« Reply #215 on: »
Hi @Epoch , @Viz.

Glad that problem can be fixed, Thank you very much. :D



I recently read about this Topic WARNING: Avoid crashes (infamous assign stat points bug)

Probably the cause of the class (like Ronin, Kensei, etc) that crashes when adding status points due to the use of too many status point bonuses on classes or weapons.

The question is, how many limit bonus point that can be used in order not to crash?

Re: FEP+
« Reply #216 on: »
I also had crash when I switch weapon 1 to weapon 2. This happened to class Kensei, Ronin, Mongol Archer & Ninja. I do not know the Grandmaster & Monk Warrior classes because I do not use them so often. For Monster Hunter class there is no problem so far.

Probably the cause is because the item I used, because I also use Mod which provides additional weapons like Essential and Synergies Mod.

I also had a crash when I wanted to attack, either by attacking normally or using skill, but this happens less often. :)

That all happens randomly, so I can't pin point the cause. :(
« Last Edit: July 21, 2018, 10:25:41 pm by Sch123 »

Re: FEP+
« Reply #217 on: »
I think I have the crashing bug narrowed down. I have attached a link to my google drive for the files you will need to replace the existing ones in order to correct this issue.

I found it so easy to determine which affixes were written by Zyph, which helped narrow down where I should look for errors (since I used similar themes with the Ninja and it is not experiencing the same stat crash bug). I have adjusted exclusivity, statmodifier as bonus, and changed all damage modification by weapons to Strength. I started to rewrite the skills as well, but then got lazy.

Hopefully these replacements will fix the problem!

https://drive.google.com/file/d/14rJFUZyknpO6VJMFhFfvbPRTzdRAvCUS/view?usp=sharing

Re: FEP+
« Reply #218 on: »
What did you edit in Fine Control affixes?

It still uses statmodifyname
Code: [Select]
character max damage righthandso is this safe to use without crash?
« Last Edit: July 22, 2018, 12:52:15 am by Viz »

Re: FEP+
« Reply #219 on: »
Oh, I should have removed those affixes from that folder. I removed the call to the affix from the Skill file entirely.

Re: FEP+
« Reply #220 on: »
Mod is now updated with the fixes and changes.

Re: FEP+
« Reply #221 on: »
Dope. You the man, dawg.  Lemme know if there are any other bugs reported that I may be able to help out with!

Re: FEP+
« Reply #222 on: »
Hi @Viz, @Epoch

So far there's no problem I found. I don't know in the future because, status point bugs can't be guessed when they happen. Just like a bug on a weapon that can cause a crash. But I'm sure this is much better than the previous one. I have a good feeling about this. :D

And Thanks for both of you, for fixing the bug. ;)

I'll let you know when I found a bug. :)

Re: FEP+
« Reply #223 on: »
Hi @Viz

Quote
- Another attempt to fix the stat crash bug, courtesy of Epoch. As a result certain skill affixes that scales on weapon dps/damage now scales on either one of the main stats.

I want to ask, is this applied to all classes in FEP or just on Kensei? then what about the Ronin class that has similar problems?

Re: FEP+
« Reply #224 on: »
Mainly just those 2 classes.

 

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