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 avatar commented on August 20, 2024

Requesting bug be reopened as Lethality still activated against a Lord unit. Granted it missed (perhaps due to Gamble being on):

[RCVE]2 COMMANDMESSAGE::Matthew move (0, 0):[EQUIP, Matthew, 0, ATTACK, Ephraim]
[BATL]0 BATTLESTART::
[BATL]0 HP::Matthew HP38 Ephraim HP31
[BATL]0 ATTACKRECORD::Gamble(a) Miss: Matthew, Ephraim, 0, 0 (drain)
[BATL]0 ATTACKRECORD::Gamble(a) Miss: Ephraim, Matthew, 0, 0 (drain)
[BATL]0 ATTACKRECORD::Lethality(a) Miss: Matthew, Ephraim, 0, 0 (drain)
[BATL]0 HP::Matthew HP38 Ephraim HP31
[BATL]0 BATTLEEND::
[SEND]2 COMMANDMESSAGE::Matthew move (0, 0):[EQUIP, Matthew, 0, ATTACK, Ephraim]

This was observed in the battle I did with myself yesterday when regression testing #83

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rayrobdod avatar rayrobdod commented on August 20, 2024

Skills have approximately three phases: the "did this activate?" phase, the stat-altering phase and the damage-modification phase. Eli's solution was to not touch the "did this activate" phase, but instead check the opponent's lordhood during the damage-modification phase and only increase damage dealt by 999 if the opponent is not a lord.

Had that attack hit, it should have done a normal amount of damage, just with the flashier effects.

I do like my solution better, which modifies the "did this activate?" phase so that the flashy effects don't occur and don't confuse people into saying "Lethality activated! Why is the lord still standing?" I pushed it, but then didn't PR since Eli had already implemented his solution by then.

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 avatar commented on August 20, 2024

I do like my solution better, which modifies the "did this activate?" phase so that the flashy effects don't occur and don't confuse people into saying "Lethality activated! Why is the lord still standing?"

You just read my mind, can we apply your solution? Otherwise, like you said, it'd just trigger confusion and look sloppy.

On a sidenote, there should be a "Was the attack successful?" phase, as I've only seen damage modification skills like Sol and Luna and such activate only when they were going to hit in their native games. (Although I'm not sure if this is due to the skill modifying the hit rate to ensure the attack won't miss, or if the series only rolls for damage modification skills after a successful hit has been rolled. Part of me believes it may be the former, that when a damage modification skill activates, the attack is guaranteed to hit) When I first played FEMP, I remember my reaction during a match being, "OMG, Sol activated! Get rekt!" followed by, "What?! It missed? Since when?"

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HamaIndustries avatar HamaIndustries commented on August 20, 2024

Oh gosh, I didn't even realize that, I'm so sorry Ray. I'll just kinda pull your solution

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