安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Which does (basically) work as: damage = (ap/2 if <= def) or damage = (def if ap > def)
checkArmorPenetration(apen) {
if (OptionBetterApen == true) { return apen; } else { return apen / 2; }
}
so your def is completely irrelevant, you just gain flat damage per (or per/2) apen
checkArmorPenetration(apen) {
if (ichor)
----apen+=15
if (apen <= 0 || def <= 0)
----return 0
if (apen > def)
----return def / 2
return apen / 2
}
except this introduces a new bug where you do LESS damage if defense is negative... but i assume defense is bounded to min 0 elsewhere now (or in tml at the very least, but again it wasn't at the time)
but at the time and in 1.3, the code was more like
checkArmorPenetration(apen) {
if (apen <= 0)
----return 0
if (apen > defense && def >= 0)
----return def / 2
return apen / 2
}
and ichor added a negative value directly as an applied debuff with no bounding (so def could be come negative)
so if you had any negative defense, you bypassed the 2nd if statement and returned half of apen to the "damage=damage+checkArmorPenetration(apen)" statement
and Terraria.NPC.Defense was a signed int so nothing stopped it from being negative
so you gain apen*1 damage per hit. and in "most-op-benefit" scenario that amounts to stacking apen and using the least-damage weapon in the game you're basically increasing dps like 300% with this mod vs a 0 defense enemy (using a wooden sword), is what was being said.
separately I was also mentioning how, at the time and probably still, the poorly written code for vanilla and tml apen had a bug where if the enemy had negative defense then apen would apply full bonus effect even though it should apply 0. since then, i believe tml has hard-bounded defense to a minimum 0 and damage/hit to a minimum 1, but these checks weren't in at the time.
1000 AP & 4 Def = 2 damage
1000 AP & 0 Def = 0 damage
1000 AP & -1 Def = 1001 damage
and with this mod:
4 AP & any Def = 2 Damage
10 AP & any Def = 5 Damage
12 AP & any Def = 6 Damage
1000 AP & any Def = 500 Damage
or double those damage numbers with the (by default on) toggle setting.
it strips out any "capped by low defense" code.
Slight correction, you get no bonus damage. Vanilla AP can only increase your damage up to equal with the enemy's defence.
If AP is less than enemy Defence, you get bonus damage equal to half the AP'd Defence.
If AP is the same as enemy Defence, you get the same bonus.
If AP is above enemy Defence, you get bonus damage equal to their defence.
5 AP & 10 Def = 2.5 Damage
10 AP & 10 Def = 5 Damage
11 AP & 10 Def = 10 Damage
1000 AP & 0 Def = 0 Damage
This is according to the wiki though, and I've always felt like this is off, since all AP beyond Def+1 is completely useless.
I actually hadn't read the wiki on it before, and didn't notice it applied independent to ichor, so vanilla/tml is even more dumb in it's handling since tl;dr normally your apen is limited by enemy armor, ichor applies full damage boost regardless even though logically for consistency it shouldn't.. so you're double dipping against their defense instead of adding ichor as "more apen".
My fix does exactly what it's intended to, if you think it's "unbalanced and uninteresting" then... don't use it? I think a fixed damage increase is an interesting idea especially with regards to how armor works.
You're also just wrong about "defense penetration is actually pretty simple". Defense penetration works like this:
If you have 0 or less than 0, it does nothing. This is -wrong- and -broken-. This allows for negative armor pen.
Otherwise, if you have an amount larger than the enemy defense AND the enemy has 0 or greater defense then it adds damage equal to defense / 2. This is also -wrong- and -broken- and I'll explain why below.
Otherwise it returns your armor pen / 2, this is also -wrong- and -broken-.
Last but not least: If you don't like it then don't use it? What's interesting to me doesn't have to be interesting to you. I think having a completely useless accessory just because the enemy has low defense to be uninteresting. Likewise I think the defense system as implemented is uninteresting and boring. So I made changes. It's a mod, nobody is forcing you to use it.