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Aura range scaling

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Aura range scaling Empty Aura range scaling

Post  Mmew Thu Aug 12, 2010 3:33 pm

HFA starts at pitifully small (50+25 I think?) and scales out to pretty good at 15, and salvation is fixed (256?) no matter the level.
Make both of them reasonably small at 1 (128 or so?) and larger as they get higher, especially salv.
Unless there's a specific reason salv doesn't scale and HFA does.

I can't check the numbers for sure, this is just from using range check on ID.
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Post  Grape Sat Aug 14, 2010 3:49 pm

So do you want to keep HFA the way it is right now and just have Salvation Aura scale the same way? The only change this would bring is that it would be harder to have all your summons under your salv aura.
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Post  Mmew Wed Aug 18, 2010 5:42 pm

My point is salv needs to be able to get larger than 256, especially for keeping summons under it, even when they're only halfway across a room, and scaling would make sense for that.

I don't care as much for hfa range, but it's another example of an ability that scales exponentially and not just linearly (yang is another example). I'm suggesting making hfa have a smaller range of radii, but centered on the same radius, perhaps what it is at level 10.

Also, these boards don't seem to tell me when new posts have been made, I check maybe daily on the topics page and the little orange icons don't pop up for some reason.
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Post  Grape Wed Aug 18, 2010 6:44 pm

Odd. I always get the orange little things to show where new posts are. Do you log out each time visiting?
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Post  Mmew Wed Aug 18, 2010 10:40 pm

Of course not, I'm lazy. Also, when I came back, the new posts were all marked as new, as well as some old ones, and some of my own, which I thought was really odd.

Anyway, I'm also curious, do hfa and weaken stack, and is there a lower limit to movement speed?
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Post  decino Thu Aug 19, 2010 6:20 am

Looking at the movement code for HFA and weaken:

Code:
      curse = que_findtype(ent->curses, curse, AURA_HOLYFREEZE);
      // are we affected by the holy freeze aura?
      if (curse)
      {
         modifier = 1 / (1 + 0.0666 * curse->ent->owner->myskills.abilities[HOLY_FREEZE].current_level);
         if (modifier < 0.25) modifier = 0.25;
         ucmd->forwardmove *= modifier;
         ucmd->sidemove *= modifier;
         ucmd->upmove *= modifier;
      }

The HFA code is capped as you can see at 25% movement.
Now the weaken part:

Code:
      // 3.5 weaken slows down target
      if ((curse = que_findtype(ent->curses, NULL, WEAKEN)) != NULL)
      {
         modifier = 1 / (1 + WEAKEN_SLOW_BASE + WEAKEN_SLOW_BONUS
            * curse->ent->owner->myskills.abilities[WEAKEN].current_level);

         ucmd->forwardmove *= modifier;
         ucmd->sidemove *= modifier;
         ucmd->upmove *= modifier;
      }

WEAKEN_SLOW_BASE = 0
WEAKEN_SLOW_BONUS = 0.1

Level 10 weaken would slow down by 9% and I do think it stacks then. 14% movement is 'acceptable' and not capped or something.

Will add some pmove debug messages when I get back home.
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Post  Mmew Sat Aug 21, 2010 12:31 am

modifier = 1 / (1 + 0 + 0.1 * curse->ent->owner->myskills.abilities[WEAKEN].current_level)
modifier = 1 / (1 + .1 * WeakenLevel)

So level 10 would be 50% reduction.
It's interesting that HFA caps at level 45, even though the hard cap has been, I think 20, for some time.
Does something start to screw up when the speeds get that low? Then why isn't weaken capped?

Anyway, thanks, I had been wondering about that for a while.
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