question-mark
Stuck on an issue?

Lightrun Answers was designed to reduce the constant googling that comes with debugging 3rd party libraries. It collects links to all the places you might be looking at while hunting down a tough bug.

And, if you’re still stuck at the end, we’re happy to hop on a call to see how we can help out.

More player.allDamage problems

See original GitHub issue

Description

  • 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 new allDamage field or any of the new damageMult fields.
  • Items that had no damage type listed but still dealt damage, like the flare gun and holy water, are affected by allDamage and allDamageMult, 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:closed
  • Created 4 years ago
  • Comments:11 (11 by maintainers)

github_iconTop GitHub Comments

1reaction
Jofairdencommented, Jul 9, 2019

They should

1reaction
DarkLight66commented, Jul 4, 2019

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.

Read more comments on GitHub >

github_iconTop Results From Across the Web

Player does more damage than the rest of the party by far.
Player does more damage than the rest of the party by far. I am running a Monster Hunter campaign with 2 Rangers and...
Read more >
How to Challenge Players? Just Add Damage! - Alphastream
The easiest way to challenge players is to add damage. Usually. We are going to talk about why damage works better than other...
Read more >
Players better at dealing damage than taking damage
If a competently built pouncing Barbarian lands a full attack on pretty much anything, that thing is going to die. So place obstacles...
Read more >
There's an Issue with Support Players Mostly Doing Damage
Some kind of change to make healing feel more rewarding/killing less rewarding/playing support more engaging? What do you guys think?
Read more >
Problem with multiplayer damage when health is stored in ...
I wanting to have the health variable stored in the Player controller so that when players possess another character they retain the same...
Read more >

github_iconTop Related Medium Post

No results found

github_iconTop Related StackOverflow Question

No results found

github_iconTroubleshoot Live Code

Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start Free

github_iconTop Related Reddit Thread

No results found

github_iconTop Related Hackernoon Post

No results found

github_iconTop Related Tweet

No results found

github_iconTop Related Dev.to Post

No results found

github_iconTop Related Hashnode Post

No results found