Chaosforge Forum

  • April 27, 2024, 02:57
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: [Fixed][0.9.9.6G] Health: 203%  (Read 1885 times)

Chronos

  • Corporal
  • *
  • Offline Offline
  • Posts: 54
    • View Profile
[Fixed][0.9.9.6G] Health: 203%
« on: March 06, 2012, 15:43 »

I was invulnerable and I had he MVm and Bad1 traits. I engage in melee combat with a Pain Elemental, and health reached 203%.

I don't know if this is only an esthetic problem or if health really exceed 200%. But it seems to happen only when the health is under 200%. the health doesn't go over 203%, and it falls to 200% or 150% according with Badass level.
« Last Edit: March 28, 2012, 01:49 by tehtmi »
Logged
Arch-Vile Major (0.9.9.6G) [26/21/13/1/0]

shark20061

  • Programmer
  • Elder Chaos Guard
  • Captain
  • *
  • *
  • Offline Offline
  • Posts: 266
    • View Profile
Re: [0.9.9.6G] Health: 203%
« Reply #1 on: March 06, 2012, 19:16 »

As mentioned in this thread, the Vampyre trait seems to only check to make sure you have less than 200% health, and if you do, it will always give you +3 HP, which if you were only 1 or 2 HP shy of 200%, would put you above 200%.  So yes, you did have 203% health.
Logged
Hell Knight Warrant Officer (0.9.9.4)  [26!/8/3/1/0]

Mancubus 2nd Lieutenant (0.9.9.6)  [22/12/3/0/0]
M:16 S:43 (126) A:17

Deathwind

  • Colonel
  • *
  • Offline Offline
  • Posts: 505
  • HMP Angel of Patience 0.9.9.4
    • View Profile
Re: [0.9.9.6G] Health: 203%
« Reply #2 on: March 07, 2012, 03:04 »

Did the other causes of being over 200% ever get fixed? I know I did this a couple of versions ago by using the trigun to drop my max hp below my current.
Logged
v.997 [16/5/2/0/0]

Game Hunter

  • Programmer
  • Local Inquisitor
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1044
  • Looks like game to me.
    • View Profile
    • Channel, the Roguelike
Re: [0.9.9.6G] Health: 203%
« Reply #3 on: March 10, 2012, 00:38 »

The "new" functionality has been reinstated (and takes care of this problem anyway), which will be tested in beta: suffice it to say that it'll be fixed by next release.

Did the other causes of being over 200% ever get fixed? I know I did this a couple of versions ago by using the trigun to drop my max hp below my current.
Looks like a no, but I don't think it's necessarily a bug, either. Considering that dropping your maximum HP is a very rare event, and that your health has no way to sustain anything above 200% (Badass or no), I think it's tolerable. The old problem with HP values greater than 200% is that they screwed up the UI coloring, but that's been taken care of with the new UI.
Logged
I'm just a dude playing a dude disguised as another dude.

Latest LPs: Angband, Delver
Pages: [1]