Armor durability 255%

Started by yaflhdztioxo, April 07, 2010, 19:06

yaflhdztioxo

Take the Gothic Armor.  It has 200% durability.
Add one bulk mod.
Result: Not 300% or 400% durability but 255%.

thelaptop

Yep.  Replicated... actions predate this post.
I computed, therefore I was.

Tavana

Will need Kornel's/community input to decide if this is really a bug or not. Do we need more than 255% durability? Should we have it?
Common words do not mean common understanding. Language is mercurial. Meanings are never constant.

Simon-v

We don't "need" more than 255% durability. We need the POSSIBILITY of having more than 255% durability.

thelaptop

Quote from: Tavana on April 22, 2010, 06:54Will need Kornel's/community input to decide if this is really a bug or not. Do we need more than 255% durability? Should we have it?
Well, I think it boils down to the question: does Bulk Mod double durability or does it add another 100% to whatever you already have?

Either definition requires that we support more than 255% durability, especially in the scenario described above.
I computed, therefore I was.

yaflhdztioxo

It's a bug. *twitch*

Bug.  Must fix.  Bug.  *error*

Game Hunter

If it's not "fixed", then there are two basic alternatives (in short, SOMEthing should be done).  The first is to simply disallow bulk mods on anything that would cause it to go beyond the 255 max (which would include Minigun's capacity as well).  The second is to prompt the player, letting them know that the maximum allowed bulking (at 255) will be reached by applying the mod.  Overall, however, I think the max should be a more rounded out number, like 200 or 300...255 was probably placed without much thought (ie, 8-bits are enough for everything so far *done*).

Personally I'd cap it at 300 for the armor/boots and cap 200 on the Minigun (or any weapon that reaches an absurd ammo capacity...BFG B3 hits 220, when 200 is good enough).
I'm just a dude playing a dude disguised as another dude.

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Tavana

I agree that something should be done. A track ticket has been created. As current, the options I see are:

Armor:
Bulk mod adds a set amount (100%)
Bulk mod doubles max durability

I currently think that the weapons system for Bulk mods is fine, just the Minigun issue would need to be fixed. I prefer the adding 100% to durability. Other thoughts?
Common words do not mean common understanding. Language is mercurial. Meanings are never constant.

raekuul

April 23, 2010, 09:35 #8 Last Edit: April 23, 2010, 19:16 by raekuul
I second the adding 100% to durability. The solutions I came up with are:

1) Exotics and Uniques can have certain "Unextendable" stats - For example, a BFG not accepting Power Mods, or the Minigun not accepting Bulk Mods.

2) Change ammunition/armor values from 1-byte to 2-bytes (not recommended, too much RAM bloat for too little benefit)

3) Caps on values as they are, only add a warning if the value shift will hit the cap (WARNING: This mod is not perfectly compatible with this item and cannot give the full benefit. Are you sure you want to do this? Y/n)

I would go with 3, as that's just an added message and a stat-cap check (and another confirmation step for mods, which is always good).
QuoteTormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

yupsi

Quote from: raekuul on April 23, 2010, 09:35from an int to a double (not recommended, too much RAM bloat for too little benefit)
Huh. You do realize that almost any integer type can store much more than 255, and there's no point in using floating point types? And how is adding even 7 bytes to every item you find is going to cause a noticeable effect?

raekuul

...

Crap. Shoulda said Short... or was it Long? Well, whatever it is, it's from one byte to two bytes.

The point is, the benefit is for all of, what, three items? And you need to (a) HAVE them and (b) Bulk Mod them to even see this. Even if all we're doing is doubling the memory space that is available for these, that's for every weapon's ammo stat and every armor's durability stat.

Unless Kornel can set item memory reservations individually, in which case it no longer matters.
QuoteTormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

yaflhdztioxo

If doomrl needs to start pinching bits and bytes the various flags are far more wasteful.  Fortunately it doesn't.

Malek Deneith

Already reported as ticket #152, locking.
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