Not A Bug deathstrike delay is too short (not the part where you run)

Dan

Staff Member
Administrator
Game Master
 

Vander Nars

Novice
Supporter
Pretty sure what he is saying is when deathstrike hits a target and they dont move it waits 3 seconds and does a lesser tick of damage. This lesser tick is happening before the 3 second window based on his comment.

However its possible that he has the window time wrong as well, deathstrike window use to be 5 seconds long. So i dont know if he is posting the bug thinking its suppose to be 5 or 3 seconds long.
 
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Magus Zeal

Expert II
Supporter
Some background research from newest to oldest (patch note wise)


After receiving a Death Strike, if the opponent moves more than five steps, or three seconds elapses, they will suffer direct damage determined by the attacker’s Ninjitsu, the average of the target’s Hiding/Stealth and the number of tiles the target was tracked for. Damage in pvp capped at 50%

Mastery Balance: All special abilities (Death Strike, Counter Attack …) now cancel Injected Strike.

Ninjitsu – Death Strike
  • Reduced Death Strike damage delay to 3 seconds from 5 seconds and increased damage scale based on Ninjitsu skill. Death strike damage capped at 50 verses players.

  • Death Strike will now cause 50% less damage when using a ranged weapon.
  • Death Strike damage cap lowered from 70 to 60.
  • Death Strike damage now scales based on the average of Hiding/Stealth from 30% to 100% of normal damage.

Death Strike now clears its stalking bonus correctly. This fix also effects Backstab and Surprise Attack

Death Strike is now capped at 60 damage if the target moves and 20 damage if the target doesn’t move, with 66% of the damage determined by the ninjitsu skill of the attacker and 33% of the damage determined by the number of tiles the target was tracked for.
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Death Strike will now inflict Direct damage instead of Physical damage.
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Summary:
I'm reading its 3 seconds or 5 steps and true damage is distributed 2/3 skill, 1/3 stalking capped at 50 in pvp. 50% penalty for ranged
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The code seems to check out:


3 second delay
Code:
 public static readonly TimeSpan DamageDelay = TimeSpan.FromSeconds(3.0);

damage reduction if steps < 5 or if ranged - not sure the stalking bonus makes sense though...seems to divide damage by 3 if you dont get 5 steps? Probably should be tested.
Code:
private static void ProcessDeathStrike(DeathStrikeInfo info)
        {
            var damage = info._Damage;

            if (info._isRanged)
                damage /= 2;

            if (info._Steps < 5)
                damage /= 3;

Direct Damage is there
Code:
AOS.Damage(info._Target, info._Attacker, damage, 0, 0, 0, 0, 0, 0, 100); // Damage is direct.

Damage cap for pvp is there
Code:
if (_totaldamage > 50 && attacker is PlayerMobile && defender is PlayerMobile)
                _totaldamage = 50;
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Distribution 1/3 stalking, 2/3 skill (not sure if this is what its doing but SOMETHING is going on! This doesn't seem to factor in the stalking bonus....so probably needs to be looked at here. I don't think this part agrees with Publish 32

Code:
var avarage = (hiding + stealth) / 100;

            var scalar = ninjitsu / 9;

            var basedamage = ninjitsu / 5.7;

            var _totaldamage = (int)(basedamage + (avarage * scalar));
 
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Magus Zeal

Expert II
Supporter
Anyways, the 3 second thing is a thing (@Mrriots wife says so at least), so not a bug? The stalking bonus and damage spread between stalking and skill - may be up for some testing should someone wanna make an EJ account and burn 30min
 

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