More player.allDamage problems
See original GitHub issueDescription
- Some special damage dealing effects that are affected by certain vanilla damage bonuses that don’t rely on
player.GetWeaponDamage
to calculate damage dealt, like some vanilla dashes and mounts like minecarts, aren’t affected by the newallDamage
field or any of the newdamageMult
fields. - Items that had no damage type listed but still dealt damage, like the flare gun and holy water, are affected by
allDamage
andallDamageMult
, which differs from vanilla. - Items that had more than somehow had more than one damage type set are now affected by all damage bonuses related to those types, rather than only being affected by the one with the highest priority, with the priority chain shown in tooltips and used by projectiles being being melee => ranged => thrown => magic => summon. As far as i know there’s no example of an item with multiple damage types set in vanilla though.
Steps to Reproduce
Equip items that increase all damage dealt
Expected behavior
Damage from things like dashes and mounts is increased, while damage of items like the flare gun and holy water remains the same
Actual behavior
Damage from things like dashes and mounts isn’t affected, while damage of items like the flare gun and holy water is increased
Reproduction frequency
Always
Versions
tModLoader v0.11
Mods
None
Additional Information
List of the special vanilla damage dealing effects that are affected by some vanilla damage bonuses:
- Shield of Cthulhu and Solar Flare armor dashes (melee damage)
- Forbidden armor ancient storm (magic and minion damage)
- Slime mount while jumping on top of enemies (minion damage)
- Unicorn and Basilisk mounts while charging (minion damage)
Minecarts while moving fast (highest damage multiplier out of melee, magic and ranged)This was actually referring to crit change rather than damage, oops.- Stardust Guardian’s explosion attack (minion damage)
List of items with no listed damage type that deal damage in vanilla that i have found:
- Flare Gun (ID 930)
- Holy Water (ID 422)
- Unholy Water (ID 423)
- Blood Water (ID 3477)
A note on the damage type priority chain, for weapons that do damage on melee contact, the chain would be thrown => summon => magic => ranged => melee for some reason, though since all melee weapons in vanilla do melee damage, it’s safe to assume that it’d be better to use the priority chain used for everything else.
Issue Analytics
- State:
- Created 4 years ago
- Comments:11 (11 by maintainers)
They should
All things here could be buffs or nerfs, depending on how the damage bonus fields are used. For example, Thorium has equipment that increases damage for healer weapons, but reduces it for everything else. Things not being affected by
allDamage
would receive a buff in this case, while things that are but shouldn’t would get a nerf.