[BUG] Negative shieldAbsorbDecayRate ignores maxMitigation setting

To put it simply, if one sets a race's shieldAbsorbDecayRate to be negative, i.e. to increase shield mitigation, it will bypass any ship's maxMitigation setting and keep increasing forever.

19,807 views 14 replies
Reply #1 Top


To put it simply i prefer more than one phallic object in my pooper

End of quote

ftfy

inb4 the lock

 

Reply #2 Top

Did we find a use for the phallic might of the Kol????????????

Reply #3 Top

Just going to make a note: Should probably go in the modding section, as you are modding stuff and have found a [bug] related to modding, rather than the core game.

Reply #4 Top

Quoting Joccaren, reply 3
Just going to make a note: Should probably go in the modding section, as you are modding stuff and have found a [bug] related to modding, rather than the core game.
End of Joccaren's quote

Well, it's technically a problem with the game engine. Seleuceia found a bug in the beta that any ability that worked on frigates worked for corvettes while modding. Now they've finally realized it was a bug and fixed it.

Granted, they only did so when they had a reason to, so I don't know if they'll take the time to fix it, but it can't hurt.

Reply #5 Top

Once it is over 100% does the damage start being negative too? Like you're healed by incoming fire?

Reply #6 Top

Quoting ciago92, reply 6
Once it is over 100% does the damage start being negative too? Like you're healed by incoming fire?
End of ciago92's quote

Haven't tested that far, but 100% would block every point of damage.

Reply #7 Top

Quoting ciago92, reply 6
Once it is over 100% does the damage start being negative too? Like you're healed by incoming fire?
End of ciago92's quote

I don't think your ships will fire on anything with over 100% mitigation. You might be able to test it with AoE abilities though.

Reply #8 Top

bumping

Reply #9 Top

May as well revive this.

Reply #10 Top

Anything over 86% migitation with the vanilla passive regen rates basically makes that ship unkillable. Any damage it may take it heals itself.

 

 

Reply #11 Top

With this the rate literally does not stop climbing. Want a ship with 200%+ mitigation? It's possible.

Reply #12 Top

I'm not sure why one would want to set the number to negative? and is it possible that its somehow an intended feature? like how sometimes -1 is set to denote infinity?

Reply #13 Top

Quoting Carkarias, reply 13
I'm not sure why one would want to set the number to negative? and is it possible that its somehow an intended feature? like how sometimes -1 is set to denote infinity?
End of Carkarias's quote

One could set it to negative so that ships start the battle with their maximum mitigation, and have enemy fire or certain enemy abilities decrease mitigation.

 

For example, all ships enter a battle with 100% mitigation, and are unable to be harmed. An ability on some ships that applies only to energy weapons decreases enemy shield mitigation, so these ships and their energy weapons are required for any fight to go anywhere. Not sure about about it being an intended feature, the setting he describes is used for how much shield generation decreases each [second?]. Were it maximum mitigation, it rising to infinite would make sense for a -1 being infinite value. However, were that to hold for this setting shield mitigation should drop by an infinite amount, meaning you only ever have the minimum shield mitigation.

 

To whoever asked if Mitigation percentages over 100% meant the ship healed, yes, yes it does - at least for Trinity. Accidentally ran into that with a mod I was making where I was toying around to see how mitigation worked. Ended up having a ship that couldn't die. Did this at a Pirate base, and wiped the whole thing no damage taken [Or so it appeared].

Reply #14 Top

Quoting Carkarias, reply 13
I'm not sure why one would want to set the number to negative?
End of Carkarias's quote

This, in my original idea, was to be used to have a ship go into battle with X shield mitigation, a fairly large number. Over the course of the battle, X decreases, rather than increases, representing a "failing" or "overwhelmed" shielding/armor/etc system. Outside of battle, this rate increases, aka. recharges or recuperates over time to once again reach X.

As you can see, from this post and others, such a mechanic can be used to create new shielding/health setups.