The patch enables that the four WSs (Wheeling Thrust, One-inch Punch, Piercing Arrow and Split Shot) actually ignore part of the enemy's defense.
Considering WT there wasn't much information to be found. What seems to be certain is that 100% TP ignores 50% of the defense. I guessed that 200% would ignore 75% and 300% would ignore 100%.
If you don't like this guesswork just change the ignoredDef calculation in wheeling_thrust.lua to a flat 50%.
ignore defense WSs
ignore defense WSs
- Attachments
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ignore_def_WSs.patch
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Re: ignore defense WSs
Hey, nice patch. Thanks for sharing. 

Re: ignore defense WSs
i don't know how safe your implementation would be in the context of many characters executing the scripts at the same time - i'm not sure how the lua is run by cpp and what kind of behaviour it exhibits (if lua's global vars are shared among everyone, there may be no guarantee that ignoredDef stays the same by the time it gets used in doPhysicalWeaponskill / doRangedWeaponskill)
i'm thinking we could condense canCrit/crit100/crit200/crit300/acc100/acc200/acc300 with ignoreDef (and something similar to crit100/200/300) into a table and use that as one param instead
i'm thinking we could condense canCrit/crit100/crit200/crit300/acc100/acc200/acc300 with ignoreDef (and something similar to crit100/200/300) into a table and use that as one param instead
Re: ignore defense WSs
But aren't the ftp multiplier globals as well?
It's what it looked to me, so I thought implementing the ignored def like that wouldn't make too much problems.
It's what it looked to me, so I thought implementing the ignored def like that wouldn't make too much problems.
Re: ignore defense WSs
oh, guess i'll fix that toociradan wrote:But aren't the ftp multiplier globals as well?
It's what it looked to me, so I thought implementing the ignored def like that wouldn't make too much problems.

i'll do the refactoring i mentioned before and include your patch in a bit