Difference between revisions of "Talk:Flaming"
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:Start at apply_damage_brand() in attack.cc, and check for <code>case SPWPN_FLAMING:</code>. It has a call to calc_elemental_brand_damage() there, which does <code>special_damage = resist_adjust_damage(defender, flavour, random2(damage_done) / 2 + 1);</code>, which is flaming's +0-50% damage. Then there's a check for the target's resists in resist_adjust_damage(), and so on and so forth. [[User:Ge0ff|Ge0ff]] ([[User talk:Ge0ff|talk]]) 17:32, 27 November 2023 (CET) | :Start at apply_damage_brand() in attack.cc, and check for <code>case SPWPN_FLAMING:</code>. It has a call to calc_elemental_brand_damage() there, which does <code>special_damage = resist_adjust_damage(defender, flavour, random2(damage_done) / 2 + 1);</code>, which is flaming's +0-50% damage. Then there's a check for the target's resists in resist_adjust_damage(), and so on and so forth. [[User:Ge0ff|Ge0ff]] ([[User talk:Ge0ff|talk]]) 17:32, 27 November 2023 (CET) | ||
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+ | :"it makes quickblade of flaming worse than an executioner's axe of freezing" This makes no '''practical''' sense, regardless of how the game calculates weapon damage. [[User:Ge0ff|Ge0ff]] ([[User talk:Ge0ff|talk]]) 17:36, 27 November 2023 (CET) |
Revision as of 17:36, 27 November 2023
Rounding for %-based brands
Simple question. How is the damage for flaming/freezing/etc. calculated? Because if it truncates, it makes quickblade of flaming worse than an executioner's axe of freezing. Hordes (talk) 07:19, 27 November 2023 (CET)
- Start at apply_damage_brand() in attack.cc, and check for
case SPWPN_FLAMING:
. It has a call to calc_elemental_brand_damage() there, which doesspecial_damage = resist_adjust_damage(defender, flavour, random2(damage_done) / 2 + 1);
, which is flaming's +0-50% damage. Then there's a check for the target's resists in resist_adjust_damage(), and so on and so forth. Ge0ff (talk) 17:32, 27 November 2023 (CET)