FlashSoul wrote:Not with what I propose, at least. So here's the explanation, with a more formal approach :
BaseHealth : Health of a character without counting effects from a set bonus. Bound by 0 and BaseMaxHealth.
BaseMaxHealth : Maximum health of a character without counting effects from a set bonus.
SetHealth : Health gained gained and lost when activating/deactivating the set. Should be 0 on first activation. Bound by 0 and SetMaxHealth.
SetMaxHealth : Maximum health the set can "hold". example : 75
FinalHealth : The health the character will appear to have by including applicable bonuses.
FinalMaxHealth : The health maximum the character will appear to have by including applicable bonuses.
Thx for showing your lack of knowledge about LoG's internal workings.
There are no "SetHealth", "SetMaxHealth", "FinalHealth" or "FinalMaxHealth" stats in the game.
There is just "Health" and "MaxHealth".
When equipping a bonus awarding item (or item-set) the game executes the code placed on that item (or item-set). Basically it does a "Champion:setStatMax(stat, value)" command.
In regard of the crystal armor set it adds 75 to the MaxHealth stat once the entire set it equipped. Upon breaking the set - a.k.a. removing any(!) item of the set from active use - it does the same: it substracts 75 from the MaxHealth stat and when now the MaxHealth stat is less than the current Health stat it is automatically adjusted accordingly.
Got it now?
I'm pretty sure you're trolling at this point, but just in case you're not, I'll try to make this clear.
WE ALL UNDERSTAND HOW IT WORKS RIGHT NOW. We are proposing better solutions that allow the hand-swap feature to be used in combat without massive penalties.
Dr.Disaster wrote:
Thx for showing your lack of knowledge about LoG's internal workings.
*sigh*, he/she (a programmer obvious, due to his/her C choice) is proposing a better (correct one?) game mechanic model than the current simplistic AH one, which addresses your concern ("should not be a free health potion!") as his concern ("player should not be penalized for switching hands!") at the same time.
Well, this guy is pretty much proving that all his posts can be ignored. He's either trolling (most likely) or is actually incredibly dense. I prefer to give people the benefit of the doubt. Regardless, the proposed solution has been laid out in a detailed, easy to understand manner, and it's up to the devs if they would like to act on this user feedback or not. Can't see much benefit from continuing to feed the troll.
There is in fact a very easy solution for everyone who mourns that this bug has been swat.
Open the console, execute ' spawn("crystal_shield") ', place the freshly spawned crystal shield in your second weapon slot and be happy forever after. No more penalizing weapon switching for you.
Dr.Disaster wrote:There is in fact a very easy solution for everyone who mourns that this bug has been swat.
Open the console, execute ' spawn("crystal_shield") ', place the freshly spawned crystal shield in your second weapon slot and be happy forever after. No more penalizing weapon switching for you.
But as it seems we are programmers (I guess, unlike you) we hate "very easy workarounds" & hackish solutions. We want a correct, robust and closed solution (as we have the experience, hacks bite us in the bottom, earlier or later for sure). The right solution is in this case direct before our eyes--- please give me the source code I fix it in 5 min!
The correct solution would be to remove the second weapon slot since it seems that people are unable to use them properly after their beloved bug was killed.
Strangly enough this issue only came up with the crystal armor set. Nobody cared about switching away other beneficial items like staffs, orbs or other bonus granting items. It just did not matter but with the crystal armor set and one bug slain it suddenly does.
Dr.Disaster wrote:The correct solution would be to remove the second weapon slot since it seems that people are unable to use them properly after their beloved bug was killed.
The problem is that the original bug fix was done in a ... suboptimal way, introducing another problem. More correct solutions were laid out here by people, who have seen "fixes" of that kind ... and know better. Don't forget, this is not the steam forum and a AAA game... LoG has (also) a matured retro audience and I guess with a fairly big amount of experienced/senior (software) developers. They notice shitty solutions when they got presented one.
badhabit wrote:They know shitty solutions when they see one.
The only problem is that people are now pissed because they no longer gain a bonus they did not deserve in the first place. The bug was killed and the problem is solved. It only remains in the mind of those people that got used to it and are not able to use a weapon swap concept that is over a decade old and well proven.
If people want to switch only the item of one hand instead of both they can do it as always: open inventory, switch item, close inventory, job done. There is no need to open yet another can of worms for this and screw around inside the engine's interna's.
badhabit wrote:They know shitty solutions when they see one.
The only problem is that people are now pissed because they no longer gain a bonus they did not deserve in the first place. The bug was killed and the problem is solved. It only remains in the mind of those people that got used to it and are not able to use a weapon swap concept that is over a decade old and well proven.
If people want to switch only the item of one hand instead of both they can do it as always: open inventory, switch item, close inventory, job done. There is no need to open yet another can of worms for this and screw around inside the engine's interna's.
You really don't get it... I guess this must be an programmer/developer/engineer thing that one can notice the inherent game mechanic problem with this "fix".
badhabit wrote:You really don't get it... I guess this must be an programmer thing that one can notice the inherent game mechanic problem with this "fix".
Oh i get it all too well, been a programmer for years myself.
The game has no mechanic problem. It's just the people using the crystal armor set who call the removal of a previously granted buff (from equip to unequip) a penalty and they don't realize that this logic is false.
A penalty is i.e. a wound to a hand so you can't use it anymore or equipping a cursed item. Removing an item that (when used) grants a buff is no penalty, it's just the return to your previously unbuffed a.k.a. normal status.
Dr.Disaster wrote:
Thx for showing your lack of knowledge about LoG's internal workings.
There are no "SetHealth", "SetMaxHealth", "FinalHealth" or "FinalMaxHealth" stats in the game.
There is just "Health" and "MaxHealth".
LMAO
If you're going to troll at least you could put some efforts in it.
Honestly, I never thought I'd ever have to use this forum's ignore function for a user. It's better for everyone that I do. No value will be lost anyway.
At least this had me lay out the details of the proposed change which might have helped other people.
Anyway, good bye forever.