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Allaceph damage bug

A place to submit bugs to the Andor's Trail Development Team.
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Pol
Posts: 9
Joined: Mon Dec 14, 2020 9:58 pm
android_version: 10 - Android 10

Allaceph damage bug

Post by Pol »

Hi All,
First of all, thanks so much for this great game!
I'm in the Allaceph cave and have noticed a discrepancy between the expected reduction in damage when the minor weapon feebleness is applied and the damage shown in the stats. Apologies if this has already been reported.
In the attached screenshots I am fighting a radiant allaceph that applies 3x the minor weapon feebleness effect (total reduction of 9 in damage). However, my damage changes from 14-26 to 4-15 in the stats (instead of 5-17). Am I missing something else that maybe affecting the dmg?
Screenshot_20210101_001945_com.gpl.rpg.AndorsTrail~2.jpg
Screenshot_20210101_001800_com.gpl.rpg.AndorsTrail~2.jpg
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rijackson741
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Re: Allaceph damage bug

Post by rijackson741 »

If you removed the Necklace of the undead, what are you wearing instead of that?
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
Pol
Posts: 9
Joined: Mon Dec 14, 2020 9:58 pm
android_version: 10 - Android 10

Re: Allaceph damage bug

Post by Pol »

I usually alternate the Necklace of the undead with the Superior necklace of the protector (8BC 2DR 5HP, sorry not sure what the English name is).
The rest of the items are the Polished ring of backstabbing, the Ring of the protector, Vacor's boots of attack, Troublemaker's gloves, Yatagan sword, Guynmart's shield, enhanced green hat and Serpent's hauberk.
(I've increased the AC twice since the post above, the rest is the same :) )
Screenshot_20210101_023553_com.gpl.rpg.AndorsTrail.jpg
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rijackson741
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android_version: 10 - Android 10
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Re: Allaceph damage bug

Post by rijackson741 »

Hmm. There is something else that has changed. Your lower damage is 1 less than you expect, but your upper damage is 2 less. I don't believe that is a bug. There is something else.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
Pol
Posts: 9
Joined: Mon Dec 14, 2020 9:58 pm
android_version: 10 - Android 10

Re: Allaceph damage bug

Post by Pol »

I'll go back to the cave and equip exactly as my last post above when fighting a radiant allaceph. I'll post screenshots of that.
Pol
Posts: 9
Joined: Mon Dec 14, 2020 9:58 pm
android_version: 10 - Android 10

Re: Allaceph damage bug

Post by Pol »

As promised, I've gone back to the cave a fought all kinds of allacephs and vaeregh. You can see attached the stats for the three type of effects: minor weapon feebleness x2, x3 and x4. I've also attached a screenshot of my normal stats showing the equipment that I've used in this occasion:
- normal dmg: 14-26
- x2 feeb: 7-19
- x3 feeb: 4-15
- x4 feeb: 1-12

The minimum dmg is consistently 1 below the expected. The maximum is 1 below for x2 and 2 below for x3 and x4 with no changes to the equipment.
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Pol
Posts: 9
Joined: Mon Dec 14, 2020 9:58 pm
android_version: 10 - Android 10

Re: Allaceph damage bug

Post by Pol »

Not sure what I've done but it doesn't let me add the screenshot with the normal stats and the equipment, so here it goes.
No feebleness effect.jpg
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QQkp
Posts: 65
Joined: Sat Dec 21, 2019 4:33 am
android_version: 10 - Android 10

Re: Allaceph damage bug

Post by QQkp »

Thanks for the screenshots/details.

The explanation here is that your weapon's "damage modifier" stat (113% for Yatagan) applies to all non-weapon damage - even negative status effects.

For your character, you have:
Base damage: 5
Polished ring of backstabbing: 4
Ring of the protector: 0-3
Total non-weapon damage: 9-12

To calculate your minimum damage, you'd use the formula:
Min damage = [weapon min damage] + [weapon damage modifier] * [non-weapon min damage]
Max damage = [weapon max damage] + [weapon damage modifier] * [non-weapon max damage]

So, with no status effects:
Min damage = 4 + 113% * 9 = 14.17, rounds to 14
Max damage = 12 + 113% * 12 = 25.56, rounds to 26

With x2 feebleness:
Min damage = 4 + 113% * (9 - 2 * 3) = 7.39, rounds to 7
Max damage = 12 + 113% * (12 - 2 * 3) = 18.78, rounds to 19

With x3 feebleness:
Min damage = 4 + 113% * (9 - 3 * 3) = 4
Max damage = 12 + 113% * (12 - 3 * 3) = 15.39, rounds to 15

With x4 feebleness:
Min damage = 4 + 113% * (9 - 4 * 3) = 0.61, rounds to 1
Max damage = 12 + 113% * (12 - 4 * 3) = 12
Pol
Posts: 9
Joined: Mon Dec 14, 2020 9:58 pm
android_version: 10 - Android 10

Re: Allaceph damage bug

Post by Pol »

Wow, that's a great explanation. Thanks so much for taking the time to look into it and for writing it all down in a post!
I now wonder whether the minor weapon feebleness effect should be considered weapon rather than non-weapon type of damage.
In any case, thanks again for a great game and an even better support! :)
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