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  1. #31
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by linayar View Post
    Not sure if it's any clearer, but from the digest:
    In other words: We think we could, but we haven't tried and don't have any intention at this time despite players asking for years

    I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

    Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.

    yoshi-p's statement there really isn't a justifiable reason, the display of attack types would make it easier on the QA team to find these fixes, it would still output the same amount of data in practice (either a 1 or a 0)
    (2)
    Last edited by Recon1o6; 10-20-2020 at 06:58 PM.

  2. #32
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Recon1o6 View Post
    I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

    Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.
    There's the issue. The client doesn't get X. The damage calculation is done server side. The client gets a ton of information: whether the hit was a heal or a damage amount, what combination of a critical, direct, neither, or both it was, who used it, whether relevant positionals were hit, etc. But not what the type of damage was. We can make educated guesses; the combat log says "readies" vs "begins casting" in nearly all cases, but the gotcha there is "nearly".

    Also there is a third type of damage enemies can use, called Darkness. I don't believe there's a specific indicator that an upcoming hit will be Darkness. You just have to figure it out as they come. Darkness is different in that it's totally unaffected by the target's defense stats or debuffs like Feint or Addle. Only shields and percent reductions like Sacred Soil work.
    (0)

  3. #33
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Recon1o6 View Post
    In other words: We think we could, but we haven't tried and don't have any intention at this time despite players asking for years

    I really don't see what's hard about "If X is 1- output text as blue ELSE- output text as red" on the client side settings where X being 1 is magical and 0 (the value returned by ELSE) is physical and the option to disable the setting with it disabled being default if they are worried about server strain.

    Ok, so maybe there's non magical, non physical damage which would explain why certain programs are thrown for a loop, but you get the idea.

    yoshi-p's statement there really isn't a justifiable reason, the display of attack types would make it easier on the QA team to find these fixes, it would still output the same amount of data in practice (either a 1 or a 0)
    I think there are 3 types of damage(please correct if I'm wrong) , physical, magical, and dark(true), so a 0/1 system cannot work, honestly I think they don't want to do it because they would feel obligated to get colorblind mode to work for it which would increase QA time as you would need to check everything is coming out the same colour as colorblind mode has configured on top of the base colours so 2x current amount of running stuff to make sure all systems are good.

    Also would there be 4 or 5 colours going around?(physical damage, magical damage, magical heal, physical heal-honestly unsure if this is a thing but potions don't seem magical so unsure, dark) that may start to get a bit of a cluster with player damage numbers/colours on top at least during 1st time and prog much less so on farm.
    (0)

  4. #34
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Forth option all damage calculations are done server side so that the server knows which actions are physical/magical/shadow and applies all appropriate buffs and debuffs but never sends our clients that actual information.
    Oh, I guarantee you that all damage calculations are done server-side. Any online game that doesn't do damage calculations server-side would be immediately exploited, since relying on the client to tell you how much damage the player took would be a short path to someone making a hacked tool that tells the server you never took any damage. (I used to write online games, so had to actually think about this stuff for my day job.)
    (2)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

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