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#1
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Not sure how accurate this is, but I found this quote on Bash 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 logic is basically what I was describing above, except it apparently didn't check for interrupts at all if the stun was resisted. Of course, I am not sure where this quote came from, exactly.
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#2
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Ya, I don't know what you are going on about here. You mentioned how something wasn't "logical" and i showed you it made logical sense if you wanted to minimize the server's resources. I could go even further and offer why it is illogical for a roleplaying game to operate in this manner too. The idea of a bash is some sort of hard blow focused on knocking you off balance, like a trip or shove or something along those lines. You have 3 outcomes of a successfully landed bash: The best outcome you don't get stunned or interrupted. RPG wise you got hit the softest. The second worst outcome you get your spell immediately interrupted. RPG wise you got hit the second hardest. The worst outcome you spell is immediately interrupted and you are stunned for 1.5 seconds. RPG wise you got hit the hardest possible. Similar to a "critical hit". "Gee, I'm glad that guy hit me so damn hard. If only the fool would have hit me much softer would it have interrupted my spell." -- not logical RPG dialogue So it's pretty piss poor logic from an RPG perspective as well server performance perspective. | |||
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#3
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From a game design perspective, it is better to take the very slight performance hit, and keep the two chances separate. This allows greater flexibility for balance tweaking. Overall, this is a better design pattern too, because you can keep the stun function generic. This means a stun from bash and a stun from spells can share the same stun function. Having a specially designed stun function for bash, and a specially designed stun function for spells, is harder to maintain. From a pure programming perspective, the logic I described is a more common design pattern. From a pure story perspective, this makes sense too. If an ogre is tough enough to brush off a blow that would otherwise stun a normal human being, it would make sense that they are less likely to be interrupted while casting a spell. The idea is they are less affected by heavy blows.
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#4
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#5
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I see no serious "lore" issue either. If your skull is too thick to be stunned, and your weight makes you difficult to move around, a bash would have much less affect on any actions you are taking, including spell casting. It makes complete sense from programming optimization, programming design patterns, and lore.
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