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#11
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Quote:
A programmer should not write shitty code. Your suggestion was shitty code[You must be logged in to view images. Log in or Register.] Not being mean here, but it is the truth. Your design pattern is very limited, has no optimization benefits, and is specifically designed to make stun immunity less effective. You have no evidence to suggest the Dev's specifically designed it this way. Also, if you looked at this link I posted here: https://fanra.fandom.com/wiki/Skill_...Combat_Effects "As a side investigation, we asked the Devs why a bash that failed to stun was so much more likely to interrupt casting than a bash that would have stunned, but didn't (due to resist or immunity). It turns out that the mechanism first determines if a bash will stun or not; if not a stun, it checks for interrupt or not. When bash was put in to the game, they did not take into account stun immunity or the development of stun resist mods; so that if the first check yeilds a (potential) stun, it doesn't check for interrupt (assuming the stun would do the interrupting). The Ogre racial immunity to frontal stuns seems to be well worth the 70 levels of experience penalty at this point." This quote supports my design pattern. It is even better for Ogres if it is true, because they were lazy and simply used the stun component as the interrupt component when a stun landed. Stun Immunity was a special case for 4 expansions. It makes complete sense that they would build it this way in the beginning, and only change it later when they started building the AA system, which was post Velious.
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