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Faulty attribute 38 instead of 32? #13

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Randiom opened this issue Dec 6, 2023 · 7 comments
Open

Faulty attribute 38 instead of 32? #13

Randiom opened this issue Dec 6, 2023 · 7 comments

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@Randiom
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Randiom commented Dec 6, 2023

Not sure if this is an issue or not but ingame i dont think ive ever seen a +38 [ATTRI] jewelry?
https://www.nw-buddy.de/gearsets/share/ipns/k51qzi5uqu5dj7dmqvr3uedkjanc5gmr052mm66uahcrrry0ds06grb89asopt
Link for reference, check earring, ring and amulet.

Is there something i dont know about that makes 38 ATTRI possible?

Void Musket (002)

@giniedp
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giniedp commented Dec 6, 2023

thx. This is an issue with NW data. Mythril jewlery is linked to weapon attributes instead of to jewlery attributes. You can see same on nwdb.info https://nwdb.info/db/item/shard_int_earring_mythril_t52

It actually is bugged in game, but does not affect the player. Player does not see that, as the correct attribute is then selected when the item is crafted.

To work around that issue in buddy, you have to select the mythril jewlery that has a free attribute slot, so that you can then select the correct attribute stat.

@giniedp
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giniedp commented Dec 6, 2023

i'll leave this issue open since the question comes up regularly on discord. At the moment i have no immediate plans for a fix, yet need to think how i can guide the users around that issue. Actually hope that AGS will fix up their tables.

@Randiom
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Randiom commented Dec 6, 2023

Understood, thank you so much for the clarification.

On a sidenote, do you happen to have any ideas related to showing the "maximum amount of damage possible"
Me and my group are theorycrafting on a daily basis but the main issue we have found is to understand how the damage is actually calculated, if all %increase is based on the baseDamage or if its incrementally increased.

Do you understand what im refering to by this? :)

@Randiom
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Randiom commented Dec 6, 2023

i'll leave this issue open since the question comes up regularly on discord. At the moment i have no immediate plans for a fix, yet need to think how i can guide the users around that issue. Actually hope that AGS will fix up their tables.

One temporary solution would be to add a tooltip if the attribute happens to be 38(or if those items are chosen)
something like this, not sure if its sufficient but i thought it doesnt hurt to give ideas :)
image

@giniedp
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giniedp commented Dec 6, 2023

One temporary solution would be to add a tooltip if the attribute happens to be 38(or if those items are chosen) something like this, not sure if its sufficient but i thought it doesnt hurt to give ideas :)

There is already an indicator that the attribute violates a rule. Though it lacks proper description. Will add it to wishlist to improve user experience.

@giniedp
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giniedp commented Dec 6, 2023

Understood, thank you so much for the clarification.

On a sidenote, do you happen to have any ideas related to showing the "maximum amount of damage possible" Me and my group are theorycrafting on a daily basis but the main issue we have found is to understand how the damage is actually calculated, if all %increase is based on the baseDamage or if its incrementally increased.

Do you understand what im refering to by this? :)

Maybe this is helpful to you https://docs.google.com/spreadsheets/d/1dkvh_TfyHiUssiZPqlTU6E1mElA4UWe2sPhLOHo7GxU/edit?usp=sharing
And that is where buddy calculates its values

export function damageForWeapon(options: {

The factors for the formula are gathered from active abilities and status effects and capped according to cap categories. That is probably the hardes part of damage calculation.

Buddy only shows damage output for standard light and heavy attacks, without damage mitigation (damage dealt on test dummy).

@Randiom
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Randiom commented Dec 6, 2023

Understood, thank you so much for the clarification.
On a sidenote, do you happen to have any ideas related to showing the "maximum amount of damage possible" Me and my group are theorycrafting on a daily basis but the main issue we have found is to understand how the damage is actually calculated, if all %increase is based on the baseDamage or if its incrementally increased.
Do you understand what im refering to by this? :)

Maybe this is helpful to you https://docs.google.com/spreadsheets/d/1dkvh_TfyHiUssiZPqlTU6E1mElA4UWe2sPhLOHo7GxU/edit?usp=sharing And that is where buddy calculates its values

export function damageForWeapon(options: {

The factors for the formula are gathered from active abilities and status effects and capped according to cap categories. That is probably the hardes part of damage calculation.

Buddy only shows damage output for standard light and heavy attacks, without damage mitigation (damage dealt on test dummy).

You are an angel in disguise 💯 - that is exactly what i was looking for, was going through the github in hopes of finding something like this so you just save me a few hours of searching <3

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