DRL > 0.9.9.2
[M|AoSh|YASD] I can prove, with science, that I'm stupidly lucky.
BirdoPrey:
--- Quote from: raekuul on April 09, 2011, 17:15 ---[rant]
Actually, it's more like 20d4 instead of 10d12. First of all, the multiplier you see after your damage numbers? That's limited by the number of shots you have in your gun when you fire (the multiplier is actually how many times the gun will try to fire). Second of all, the first number in xdy is how many dice are rolled, the second is the size of the die. If the multiplier wasn't broken, you won't be rolling ten twelve-sided dice, you'd be rolling ten four-sided dice three times (as it is, you're rolling them twice).
[/rant]
--- End quote ---
Is there any word on when this bug might be fixed (it is considered to be a bug right?). Just found out about it after my 13 billionth failed shottyman gold attempt and am kind of pissed off at being cheated out of my damage.
raekuul:
All Kornel has to do is change the x3 to x2, then it won't be a lie any more.
Unless you want to use 50% more shells...?
BirdoPrey:
I want to have a better chance to one-shot those R's and V's with my MAD-powered double shotty :P
Wouldn't the ideal fix for the bug be to make the damage indicator true without increasing shell use? Would be more work to implement though.
rchandra:
alternate fix: something like 10-12d3 x2, if the trick is making the number of shots work properly. or even 20-24d3 x1 using 2 shells, to avoid having the first shot knockback the target out of effective damage range for the second (I'm not sure if that happens or not).
raekuul:
--- Quote from: BirdoPrey on April 17, 2011, 21:21 ---Wouldn't the ideal fix for the bug be to make the damage indicator true without increasing shell use? Would be more work to implement though.
--- End quote ---
...you do realize that the multiplier is shots fired, yes? And that's with a 1:1 ratio of ammo:shots. I'll have to do some digging around in hex, but there's one address for "ammo per shot" and another one for "shots per fire". There's no "base ammo per fire" for some reason, though, but that's probably because weapons check ammo each shot and not each fire (If that makes any sense, I applaud you), and a BApF address would be the one we need to change in order to get a double shotgun to act properly in this version.
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