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koluch Offline
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Posts: 889
Join Date: Mar 2004
Location: Wisconsin
Default [VALIDATION NEEDED] Crafted Weapon Damage Increase 1/2 - 03-12-2010

Weapons crafted by players are giving 1/2 the damage increase that is shown on the weapon when crafted.
I have compared the scripts but I need someone to verify or refute.
(see attached picture)

Thank You,

Koluch
Attached Images
File Type: jpg Half Weapon Damage.jpg (69.2 KB, 113 views)


If the words are coming from someone whose opinion you value, think it over, if not, consider the source.

Last edited by koluch; 03-12-2010 at 12:07 PM.
   
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koluch Offline
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Default Re: Crafted Weapon Damage Increase 1/2 - 04-17-2010

Quote:
if ( Quality == WeaponQuality.Exceptional )
{
if ( Attributes.WeaponDamage > 35 )
Attributes.WeaponDamage -= 20;

else
Attributes.WeaponDamage = 15;

if( Core.ML )
{
Attributes.WeaponDamage += (int)(from.Skills.ArmsLore.Value / 20);

if ( Attributes.WeaponDamage > 50 )
Attributes.WeaponDamage = 50;

from.CheckSkill( SkillName.ArmsLore, 0, 100 );
}
}
???? In base weapon ????
Can someone confirm this issue or refute it ?
Weapon crafted above was with a legendary blacksmith with 100 arms lore.

Thanks!
:]
Attached Images
File Type: jpg Club.jpg (41.9 KB, 74 views)


If the words are coming from someone whose opinion you value, think it over, if not, consider the source.

Last edited by koluch; 04-17-2010 at 10:38 AM. Reason: Added a crafted club, non-runic, Frostwood.
   
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osd_daedalus Offline
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Posts: 4,708
Join Date: Aug 2008
Location: Italia, near Britannia
Default Re: Crafted Weapon Damage Increase 1/2 - 04-22-2010

well, looks like it is so. Maybe a block of code meant to be for pre-AOS?

Effectively, wasn't the better "mod" vanquishing that is equal to WeaponDamage = 35 ?

edit: forgot Mystic = 40% DI. Ok, nvm what I have said.


--

Last edited by osd_daedalus; 04-22-2010 at 08:40 AM.
   
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koluch Offline
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Join Date: Mar 2004
Location: Wisconsin
Default Re: [VALIDATION NEEDED] Crafted Weapon Damage Increase 1/2 - 07-24-2010

** I think this is a VERY important issue to address! **
Anyone?


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Killer Rabbit Offline
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Posts: 270
Join Date: Jul 2006
Default Re: [VALIDATION NEEDED] Crafted Weapon Damage Increase 1/2 - 07-26-2010

It must be adding in the exceptional bonus separately to the damage increase mod. Taking a GM crafted dagger and a 40% damage increase dagger, and they hit for exactly the same. Using a 20% damage increase dagger resulted in a loss of damage.
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File Type: jpg gk_7-26_10.33.jpg (191.8 KB, 28 views)
File Type: jpg gk_7-26_10.34.jpg (192.7 KB, 27 views)
File Type: jpg gk_7-26_10.37.jpg (194.0 KB, 28 views)
   
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