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Nightshade Nuke
PostPosted: Sun Jun 05, 2011 11:24 pm
by Hiatus
Changed a little bit of the equation, you really did not need int dexValue = player.GetModified((eProperty)player.Dexterity);. Could have just used player.Dexterity (this works better & it was tested). GetModified would bring an "invisible error" in which if a player had a certain amount of dexterity the variance would not work and the spell would hit for base dmg + spell dmg x2.
Re: Nightshade Nuke
PostPosted: Sun Jun 05, 2011 11:27 pm
by Tolakram
player.Dexterity is the players DEX value without being modified, ie without any item bonuses or buffs.
GetModified(eproperty.Dexterity) is the adjusted Dex value including any item and buff bonuses.
Is the NS damage not supposed to increase if the NS dex increases?
Re: Nightshade Nuke
PostPosted: Sun Jun 05, 2011 11:32 pm
by Hiatus
I tested it based off of increasing dex value. It seemed to work fine, and it also did not return that same error.
Also, yeah it's supposed to.
Edit - Well that's without items. Hm. So how would this work....