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IDProjectCategoryView StatusLast Update
0014647Return of ReckoningGeneralpublic2024-06-20 00:36
ReporterReturnOfReckoning Assigned ToEmissary  
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionno change required 
Summary0014647: [PvE, Combat Mechanics] Lack of range avoidance check.
DescriptionReporter: Irvid

Expected behaviour:
Application of combat mechanics.

Actual behaviour:
Lack of range avoidance checks on NPCs.

Reproduction:
Self-explanatory.

Evidence:
![avoidance](https://user-images.githubusercontent.com/53101727/61914189-0cdba600-af40-11e9-9176-44b770868d86.png)
Note: The effective dodge might be a bit lower, I didn't bother with .getstats as it was meant to just be a quick test and report, the avoidance should be high enough regardless of it's effective value, given that the test subjects were just a bunch of low level NPCs - the issue snuck in after one of the many Gunbad adjustments, iirc.
TagsCombat Mechanics

Activities

ReturnOfReckoning

ReturnOfReckoning

2023-08-13 03:57

reporter   ~0026929

Commenter: Ripliel

Character window's avoidance stats are not correct. We recommend to check .getstats.
Also avoidance is based on comparison of yours and enemies stats so it's different for every enemy you encounter.
ReturnOfReckoning

ReturnOfReckoning

2023-08-13 03:57

reporter   ~0026930

Commenter: Irvid

> Character window's avoidance stats are not correct. We recommend to check .getstats.
> Also avoidance is based on comparison of yours and enemies stats so it's different for every enemy you encounter.

First things first, for clarification's sake:
This report concerns NPC autoattacks, not abilities.

It appears you have not read the note below the screenshot:
1.) .getstats in this particular case would yield a flat 0000016:0000063% dodge (HtL, RR), discounting fluff dodge on pieces of gear in the range of 1-2%, if even (I can't recall my 2H loadout; a mix of sent, BL and WI, to have any fluff).

2.) The NPCs tested on were level 23-28ish ranged gits infront of the Gunbad entrance, which makes the application of the avoidance and strikethrough formulas trivial and highlights the disparity between expected application and actual application.
Regardless of the level (= stats and strikethrough valuees) of NPCs the lack of ranged avoidance is consistent, I picked this spot for convenience's sake ~ whether you enter Gunbad and pull the git archer's in there, or skim through any zone, say T1, you won't find a single ranged NPCs that doesn't entirely ignore your ranged avoidance.

3.) Even with RNG being RNG, at the very least one of the hundreds of attacks should have been avoided.

Considering these ranged attacks can be blocked and mitigated, they aren't wrongly classified as a form of true damage or otherwise undefendable.
Considering these ranged attacks can't be parried, they aren't wrongly classified as melee attacks.
Considering these ranged attacks deal reasonable damage and can be avoided through block, they do not benefit from unreasonable amounts of mainstats or character level.

So, either it's a really weird case of mangled combat formulas or ridiculous levels of dodge strikethrough valuees.

Issue History

Date Modified Username Field Change
2023-08-13 03:57 ReturnOfReckoning New Issue
2023-08-13 03:57 ReturnOfReckoning Tag Attached: Combat Mechanics
2023-08-13 03:57 ReturnOfReckoning Note Added: 0026929
2023-08-13 03:57 ReturnOfReckoning Note Added: 0026930
2024-06-20 00:36 Emissary Assigned To => Emissary
2024-06-20 00:36 Emissary Status new => closed
2024-06-20 00:36 Emissary Resolution open => no change required