![]() ![]() Casting a skill will now make the character cast it immediately in the targeted direction rather than forcing the character to run up to the skill's casting distance. The casting mechanic for all skills has been updated to be much more responsive. ![]() So enjoy a significantly reduced armor gap between Heavy armor and Light/Caster armor! If you do not like the new casting mechanics though, you can always toggle Classic Casting in the game options.Īlso, due to a clerical error in your favor, this update actually ended up including some changes we worked on for V1.0.4.0, which only made the changelog that much longer. …so that it can be looked into and rectified if it proves to be true.This update features major improvements to controller support, as well as a great improvement to casting behavior. Rather than assuming “they don’t care”, if you are aware of a bug the natural thing to do would be to report it: His usage of English indicates he has a decent grasp of the language, leading me to assume that he well knew the words he was choosing to employ - which in this case, sadly, appears to indicate a person with a highly irrational thought process. Just not long ago, a bug was found regarding the order of damage conversion for elemental damage types (and it was fixed the very next patch, to my knowledge). GD uses mechanics that are inherited from the Titan Quest engine, so there is a chance that the order of operations for some mechanics (like damage mitigation and damage conversion) might have some kinks in them. Instead of presuming that the order of defense is “lies” and that “no developer cares”, how about we try to be more neutral about this and say that it’s a mistake that’s been overlooked (if true). If this is confirmed, all I ask is to please kindly update asap. If anyone interested, let me know and I would translate more. The article also tested two “bugs” including “In a single hit, all sources of physical damage are mitigated by armor respectively” and a related bug “element to phy conversion has no armor check”. In real case, Moosilauke is further buffed by fevered-raged bloody pox and the role still takes 0 damage.īlock is tested in a similar method and the result is still “resistance works first”. If resistance calculated first, 84% physical resistance would make the damage so little that it is less than the armor value with 100% armor absorption. At last the role should still take some damage. If official “order of defense” holds true, the armor value is not high enough to absorb that high phys damage, then the remaining damage passes armor defense will be further mitigated by physical resistance. In order to keep test clean he makes ice/lightning res to 100%. Testing targets are some big physical damage dealers including" Benn’Jahr, the Colossal" and “Moosilauke, the Chillwind”. He boosts physical resistance to 84%, armor avg 2000 considering buff, armor absoprtion 100%. Since it’s not in English, I will try to translate the third part of it, which tested around the issue. The testing article by “eszvgy” was published in (citation from baidu darktemplar bar of Chinese community) before 2018, but due to “system upgrade”(lol, maybe some dev del db and run), all posts before 2018 were lost. ![]()
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