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[Bug] Wrought Axe special not working sometimes.

Open Darkmega18 opened this issue 2 years ago • 17 comments

mobs v1.5.23 1.16.5 36.2.33 forge. Other stuff in modpack? ... yes. :V ("order of all creation: Relic hunters" on curseforge if you want to take a peek at the list)

Axe of thousand metals suddenly gained what feels like an extremely long cooldown or unusable period. it bobs up and down in my hand when I rightclick it like it should be doing something and it's swing cooldown is finished.

Even without an offhand item that could be causing issues I can only do an overhead or wind swing intermittently. sometimes entire minutes, or sometimes I can get off a couple before it goes dead again.

it feels like it just has trouble noticing that I'm using it based on the item in my hand being bobbed up and down but not triggering anything. There doesn't seem to be anything in the logs related to it.

I am noticing my "client" tick rate is out a bit and latest log shows some catch ups happening due to exploring and probably mobs and other reasons that might cause lag, even in singleplayer. Could that be the cause?

Darkmega18 avatar Apr 11 '22 17:04 Darkmega18

strange. I can "coax" or "fool" it into working most of the time by swinging it, holding up a shield for a bit, then using the special once the swing time is recharged. but if I try to do rightclick while it's full and it decided to not work, it'll just not work and do the using bobbing thing in my hand again.

Darkmega18 avatar Apr 11 '22 18:04 Darkmega18

I see. I definitely am not able to reproduce this behavior, so I think it might be a compatibility issue. Can you send your mod list please? Also, a video would help me understand better.

BobMowzie avatar Apr 11 '22 18:04 BobMowzie

Mods: Dynamic Lights Reforged Enchantment Limiter YUNG's Better Dungeons Better Nether Reforged ToroHealth Music Player GUI Clock YUNG's Better Caves ReAuth YUNG's API Gateways To Eternity MaxHealthFix Armor Curve Wither Skeleton Tweaks Reliquary Guard Villagers Apotheosis clickadv mod Guns Without Roses BetterEnd Forge Structure Gel API Advancement Plaques PackMenu Dive Deeper Caves and Cliffs Backport Darker Depths Example Mod Highlighter spark Lycanites Mobs Mo' Structures Curios API Origins ArmorPoints++ LevelHearts Special AI Corail Tombstone WorldEdit Majrusz's Progressive Difficulty Sapience Mutant More Harder Natural Healing Mod Cloth Config v4 API BetterBurning Custom Starter Gear Switch-Bow FastLeafDecay YUNG's Better Mineshafts PlayerRevive Dungeons Libraries Dungeons Gear Psionicolor Borderless Window Save My Stronghold! Quark Oddities Client Tweaks Mowzie's Mobs GeckoLib Time Shall Not Pass Bag of Yurting Bountiful Baubles Just Enough Items AttributeFix Caelus API Colytra Shutup Experimental Settings! Nature's Compass Compact Machines 4 Stoneholm Champions Engineer's Tools Curio of Undying Farming for Blockheads Crock Pot Better Hurt Timer Grapple Hooks Additional Lights Catalogue JEI Tweaker CraftTweaker ProjectE Mystical World Blame! ¡쳉mmersiveFX ImmersiveFX: SpecialFX ¡쳉mmersiveFX: ¡쥓ound Control ¡쳉mmersiveFX: ¡쥅nvirons ¡쳉mmersiveFXs: ¡쥍ob Effects TellMe When Dungeons Arise The One Probe Mouse Tweaks Immersive Engineering Project: War Dance Majrusz Library JEI Integration Polymorph Just Enough Professions (JEP) AutoRegLib SecurityCraft WorldEdit CUI Forge Edition 3 Lootr Oh The Biomes You'll Go Villagers Respawn Mod Orcinus's Cavern CosmeticArmorReworked Ender Mail Grappling Hook Mod Hats Eidolon InControl Doggy Talents 2 Cooking for Blockheads Controlling Placebo Citadel Ice and Fire Darker Loading Screen Custom Villager Trades Culinary Construct Mutant Beasts Bookshelf BotanyPots BotanyTrees HerdMentality Tips Forgery Sophisticated Backpacks U Team Core Magnesium Building Gadgets Forge Atum 2 CoFH Core Thermal Series Thermal Foundation Thermal Innovation Psi Thermal Cultivation AppleSkin Simple Planes Relics V-Tweaks Carry On MmmMmmMmmMmm Lost Trinkets Move Plus Equipment Compare Chocolate Farmer's Delight Dude! Where's my Horse? Customizable Elytra AI Reducer Lollipop Rare Ice Elenai Dodge 2 Bountiful Wayfarer Patchouli Ars Nouveau Easy Paxel Lite Collective MarbleGate's Exotic Enchantment: Flowing Agony Ore Excavation Time In A Bottle villagertools Thermal Expansion Villager Souls YUNG's Better Strongholds Enigmatic Legacy CaveBiomeAPI Spartan Weaponry Architectury FTB Library FTB Teams Curious Elytra AI-Improvements Kotlin Libraries Small Ships Mod Cursery Mod Cyclic Better Advancements Lightstones Item Filters FTB Quests The Conjurer Dungeons Mobs Abnormals Core Environmental The Endergetic Expansion Savage & Ravage Nethers Delight Ensorcellation Waystones Tax Free Levels YUNG's Better Portals Weapon Throw FastSuite Clumps Comforts Artifacts Configured The Outer End VanillaTweaks Dungeon Crawl Colds Claws Explorer's Compass Farsight mod Wall-Jump! Inventory Pets iChunUtil Traverse: Reforged Magnesium Extras Mining Gadgets Akashic Tome FTB Chunks Castle Dungeons Blood Magic Tome of Blood Meet Your Fight Dot Coin Mod EnchantmentDescriptions SwingThroughGrass CreativeCore Simple RPC creeperheal Archer's Paradox Towers Of The Wild Atmospheric Iceberg FlashFyre's Enchantments Spartan Shields Quark Charm Charmonium Legendary Tooltips brutalbosses mod Diet Carrots Lib Vanilla Food Pantry Ars Elemental - Elemental Spell Foci Origins Power Expansion Ferrite Core Spice of Life: Carrot Edition Player Tracking Compass Grindstone Sharper Tools ExpandAbility Morph-o-Tool Healing Campfire OpenLoader

I'll take a quick video and edit it to show whats happening. gimme a few mins.

Darkmega18 avatar Apr 11 '22 18:04 Darkmega18

Oof, that’s a huge list. Are you familiar with the “Thanos Method”? It’s the fastest way to find the interaction issue.

BobMowzie avatar Apr 11 '22 18:04 BobMowzie

Remove half of your mods (keep Mowzie’s mobs and Geckolib) and see if the issue continues. If it does, you know the problem mod is in the half you kept. If it doesn’t, you know it’s in the half you removed. Repeat this on the half containing the problem mod until you’re left with only one other mod.

BobMowzie avatar Apr 11 '22 18:04 BobMowzie

.... X_X I hate that method sometimes. it's the "how to get a hundred datapack and whoops you forgot to install X mod errors" method to me once I've got a formed pack. :V it's fine when everythings not super interlinked yet tho... I usually take some educated guesses first if we have any idea what kinda of interaction can cause something like this.

but heres a streamable with the bug. https://streamable.com/pf83sa

definitely feels like a case of it trying to do something then getting stuck. but it begs the question of why nothing else seems to have this issue other than the damn axe. cause like the ice crystal and sun beams and geomancy etc, they all work just fine. even your new gauntlet thing.

I tried removing the war dance config I had on it and that didn't fix it tho. have you ever had issues with packs who also had lycanites in them? that was recently added to the pack for testing.

Darkmega18 avatar Apr 11 '22 18:04 Darkmega18

based on a quick test in a flat void world to eliminate lag, it seems to be such a case. I can swing the axe just fine any which way on my void platform repeatedly. Axe has issues with server lag canceling the swing as a first observation.

Darkmega18 avatar Apr 11 '22 19:04 Darkmega18

I can't help but notice that the axe when swung wide or slammed also only deals 4-5 damage rather than dealing the 15 I have the axe configured for...

Darkmega18 avatar Apr 11 '22 19:04 Darkmega18

Oh interesting. Well the axe is the only one of those that requires a full vanilla weapon cooldown. It’s possible that vanilla MC does a bad job syncing that cooldown when lag is present. The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.

BobMowzie avatar Apr 11 '22 19:04 BobMowzie

I can't help but notice that the axe when swung wide or slammed also only deals 4-5 damage rather than dealing the 15 I have the axe configured for...

Wait, which mod version are you using?

BobMowzie avatar Apr 11 '22 19:04 BobMowzie

The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.

intriguing. well, had no mobs to test that on (and have even worse luck actually getting a naga to appear to even attempt to get one normally). but does it have some kind of indication when the backstab triggers? with the stealth mechanics of war dance I could probably test that in the main world with the lag.

Wait, which mod version are you using?

v1.5.23. mentioned it at the top.

Thought: would you be able to make the swings work off a configurable cooldown perhaps? like, a wide/slam every 3-5 seconds (from the finish of an already playing one) and not consuming the hand's actual swing cooldown when triggered? So I could say, combo swings between hitting normally and then using power swing/slams while waiting on hand recharge etc? (I also wish I could offhand this cause it's a rightclick function but I'm fairly sure you disabled that cause you thought it was op or something.)

Darkmega18 avatar Apr 11 '22 19:04 Darkmega18

The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.

intriguing. well, had no mobs to test that on (and have even worse luck actually getting a naga to appear to even attempt to get one normally). but does it have some kind of indication when the backstab triggers? with the stealth mechanics of war dance I could probably test that in the main world with the lag.

You can try it in creative mode. There’s a custom sound, participle effect, and animation when it triggers.

Wait, which mod version are you using?

v1.5.23. mentioned it at the top.

Ah, my bad. It’s just that I swear I fixed that already.

Thought: would you be able to make the swings work off a configurable cooldown perhaps? like, a wide/slam every 3-5 seconds (from the finish of an already playing one) and not consuming the hand's actual swing cooldown when triggered? So I could say, combo swings between hitting normally and then using power swing/slams while waiting on hand recharge etc? (I also wish I could offhand this cause it's a rightclick function but I'm fairly sure you disabled that cause you thought it was op or something.)

This was how the weapon used to work, and the damage output was absurd. Think about it: a regular axe can deal 9 damage every full recharge. If you can deal 9 damage to all mobs in front of you between attacks, you are more than doubling the damage output. You can’t offhand vanilla weapons, and so you can’t offhand the AoTM.

BobMowzie avatar Apr 11 '22 20:04 BobMowzie

You can try it in creative mode. There’s a custom sound, participle effect, and animation when it triggers.

Oh, alrighty. will give it a shot next time I'm on then.

This was how the weapon used to work, and the damage output was absurd.

"Acceptable" for something of it's size more like. even if you make the swings etc deal half damage for being area based or something. I had to double it's listed damage in configs in hopes to make it a competitive choice for it's attack rate and size and give it good staggering power (and I guess it would be fine, once you refix that listed damage applying properly to it's swings later), cause it's a shame for it to get snubbed for just a pair of over enchanted fist/daggers from dungeon gear or something you just found in a box. :V

If you can deal 9 damage to all mobs in front of you between attacks, you are more than doubling the damage output.

oh I can deal a lot more than that to a lot more enemies, and sometimes you just need to... https://youtu.be/QwfsXC_6gjA?t=361

You can’t offhand vanilla weapons, and so you can’t offhand the AoTM.

I mean, you can offhand the crossbow and bow with a main handed swingy weapon, and generally anything that has a rightclick function cause of how the game works but... ok, I guess. :<

Darkmega18 avatar Apr 11 '22 21:04 Darkmega18

You can try it in creative mode. There’s a custom sound, participle effect, and animation when it triggers.

Oh, alrighty. will give it a shot next time I'm on then.

This was how the weapon used to work, and the damage output was absurd.

"Acceptable" for something of it's size more like. even if you make the swings etc deal half damage or something. I had to double it's listed damage in hopes to make it a competitive choice for it's attack rate, cause it's a shame for it to get snubbed for just a dagger and some enchants or something. (and I guess it would be fine, once you refix that damage conversion to the swings then). :V

It’s intended as an early-mid game weapon to match the Wroughtnaut’s easier difficulty.

If you can deal 9 damage to all mobs in front of you between attacks, you are more than doubling the damage output.

oh I can deal a lot more than that to a lot more enemies, and sometimes you just need to... https://youtu.be/QwfsXC_6gjA?t=357

You seem to be forgetting that I need to balance around the vanilla game, not other mods or modpacks.

You can’t offhand vanilla weapons, and so you can’t offhand the AoTM.

I mean, you can offhand the crossbow and bow with a main handed swingy weapon, and generally anything that has a rightclick function cause of how the game works but... ok, I guess. :<

This would cause the same attack speed issues I was referring to before. You’d be able to alternatingly swing with your sword and do the AoTM cleave for an unreasonable damage output.

It occurs to me that this combat mod might be causing some interaction issues with the Axe…

BobMowzie avatar Apr 11 '22 21:04 BobMowzie

You seem to be forgetting that I need to balance around the vanilla game, not other mods or modpacks.

yes. but. I dunno how many times I've seen the mod in modpacks just cause the bosses are great/it's famous. and modpack balance compared to vanilla is op at the best of times just by virtue of content mixing... yes you can design in a vanilla styled void for balance, but I think erring on the side of powerful even if it's through some toggleable balance additions to a config helps for equipment competitiveness when it comes to being combined with other things as you more often than not will be.

From the simple "I'ma make elden ring" micro pack to the casual "I'ma throw everything together and hope it works" modpack and the well thought out progression packs etc...

It occurs to me that this combat mod might be causing some interaction issues with the Axe…

Oh, War Dance might be causing the axe to have it's damage go weird? I guess you're not observing similar issues with the axe? If thats the case I'll do a test also then bring it up with chief/jackie.

Darkmega18 avatar Apr 11 '22 21:04 Darkmega18

Oh interesting. Well the axe is the only one of those that requires a full vanilla weapon cooldown. It’s possible that vanilla MC does a bad job syncing that cooldown when lag is present. The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.

Said "combat mod" dev here. I know for a fact that the naga fang dagger works, since someone showed it to me on my discord. As for wrought axe, I'm guessing something resets the cooldown too early on attack. Could be better hurt timer, perhaps, I ran into an issue with them once. I'll load up the mod in my workspace and see if I can reproduce or debug it.

Jackiecrazy avatar Apr 11 '22 21:04 Jackiecrazy

Back from testing. Not me. Not better hurt timer either. If anything, the axe inherits my unaware/distraction stab bonuses, making it marginally more powerful in the correct situation. I do have an issue of my own to report. Naga fang dagger breaks blocks in creative.

Jackiecrazy avatar Apr 11 '22 22:04 Jackiecrazy