server icon indicating copy to clipboard operation
server copied to clipboard

Amanomurakumo (75) (and many more items) don't proc additional effect

Open Skerxan opened this issue 4 years ago • 48 comments

  • [x] I have paid attention to this example and will edit again if need be to not break the formatting, or I will be ignored
  • [x] I have searched existing issues to see if the issue has already been opened
  • [x] I have checked the commit log to see if the issue has been resolved since my server was last updated
  • [x] I have read the Contributing Guide
  • [x] I have specified what branch this happens on branch: everything

Additional Information (Steps to reproduce/Expected behavior) :

The additional effect of Attack Down doesn't proc at all. I tested this as SAM75 on Tough and Easy Prey mobs. Not 1000s of swings tho mind you. It could be not enabled since there seems to be no source how strong the Attack Down is supposed to be. We only know that it procs about 10% of the time and that it can overwrite itself. Now if you take the Additional Effects of Gungir (-17%) and Bravura (-15%) into consideration, it can be safe to assume that Amano's Additional Effect could be around (-15% Attack Down).

Item ID 18318

https://www.bg-wiki.com/ffxi/Amanomurakumo_(Level_75) https://www.bluegartr.com/threads/90723-Relic-Augments?p=4512323&viewfull=1#post4512323 https://ffxiclopedia.fandom.com/wiki/Gungnir https://ffxiclopedia.fandom.com/wiki/Bravura

Skerxan avatar Oct 26 '21 23:10 Skerxan

5-10% proc, -20% attk down.

ShiyoKozuki avatar Oct 26 '21 23:10 ShiyoKozuki

Apologies, but for the time being hundreds of items are missing their add effects, this is known and also my fault. Its pretty easy to add them back now, just tedious as all getout.

The items need their modifiers added in item_mods.sql.

Examples

Add effect damage:

INSERT INTO `item_mods` VALUES (16564,431,1); -- Flame Blade: AddEffect (Type DAMAGE)
INSERT INTO `item_mods` VALUES (16564,499,1); -- subEffect fire
INSERT INTO `item_mods` VALUES (16564,500,10); -- AddEffect damage 10
INSERT INTO `item_mods` VALUES (16564,501,10); -- AddEffect chance 10%
INSERT INTO `item_mods` VALUES (16564,950,1); -- AddEffect element fire

Add effect status:

INSERT INTO `item_mods` VALUES (17464,431,2);   -- Additional effect: "Stun" (Type DEBUFF)
INSERT INTO `item_mods` VALUES (17464,499,16);  -- Additional effect animation (subEffect) xi.subEffect.STUN
INSERT INTO `item_mods` VALUES (17464,501,10);  -- Additional effect Chance 10%
INSERT INTO `item_mods` VALUES (17464,951,10);  -- Additional effect Status ID xi.effect.STUN
INSERT INTO `item_mods` VALUES (17464,952,10);  -- Additional effect Status Potency 10
INSERT INTO `item_mods` VALUES (17464,953,5);   -- Additional effect Status Duration 5sec

Status type doesn't need an element, because I can get it from the status effect itself. Damage should be the upper end of unresisted damage the item can do. See \scripts\globals\additional_effects.lua for further kinds of add effects.

TeoTwawki avatar Oct 26 '21 23:10 TeoTwawki

5-10% proc, -20% attk down.

~~https://www.bluegartr.com/threads/90723-Relic-Augments?p=4512990&viewfull=1#post4512990~~ wrong post

~~The claim is 17% but it woudl be odd for it to be less than Angon but still overwriting it, and since nobody posted data with the claim I can't take it as fact.~~

Is dere an Amano SAM in the audience?!

TeoTwawki avatar Oct 26 '21 23:10 TeoTwawki

5-10% proc, -20% attk down.

https://www.bluegartr.com/threads/90723-Relic-Augments?p=4512990&viewfull=1#post4512990

The claim is 17% but it woudl be odd for it to be less than Angon but still overwriting it, and since nobody posted data with the claim I can't take it as fact.

Is dere an Amano SAM in the audience?!

That post talks about that Gungnir's Defense Down of -17% overwrites itself and Angons effect. Nothing to do with Amano per se.

Skerxan avatar Oct 26 '21 23:10 Skerxan

woops, linked wrong thing, so sorry -deletes evidence-

I followed it from the amono page xD

TeoTwawki avatar Oct 26 '21 23:10 TeoTwawki

Read it in a bg thread ages ago, documented it, didn't document post. It said 5-10% and -20% attack down.

ShiyoKozuki avatar Oct 27 '21 00:10 ShiyoKozuki

its as good an estimate as any, since we overwrite by power normally is it has to at least be as strong as other things to overwrite them or else requires extra code and we don't want that

TeoTwawki avatar Oct 27 '21 00:10 TeoTwawki

Are we still needing to add all the proc's to the item_mods.sql ?

hooksta4 avatar Jan 23 '22 16:01 hooksta4

Are we still needing to add all the proc's to the item_mods.sql ?

a lot of basic ones like "fire damage" still need item mods entries. leave me all the weird edge cases like twlight dagger and bano del sol.

TeoTwawki avatar Jan 23 '22 16:01 TeoTwawki

Are we still needing to add all the proc's to the item_mods.sql ?

a lot of basic ones like "fire damage" still need item mods entries. leave me all the weird edge cases like twlight dagger and bano del sol.

Woudl this be a good place to start? https://ffxiclopedia.fandom.com/wiki/Additional_Effect

hooksta4 avatar Jan 23 '22 17:01 hooksta4

Woudl this be a good place to start? https://ffxiclopedia.fandom.com/wiki/Additional_Effect

no. don't even go to ffxiclopedia for data. its gonna be mainly bullshit. I've documented in-project everything we need, and all the broken items have 1 legacy placeholder modifier ID to be adjusted. You can search the file for ,431,1 and find them all.

From:

INSERT INTO `item_mods` VALUES (16387,431,1);
INSERT INTO `item_mods` VALUES (16549,431,1);

to:

-- Poison Cesti
INSERT INTO `item_mods` VALUES (16387,431,2);   -- Additional effect: Poison
INSERT INTO `item_mods` VALUES (16387,499,10);  -- Additional effect animation: xi.subEffect.POISON
INSERT INTO `item_mods` VALUES (16387,501,10);  -- Additional effect chance: 10%
INSERT INTO `item_mods` VALUES (16387,951,149); -- Additional effect status ID: xi.effect.POISON
INSERT INTO `item_mods` VALUES (16387,952,4);   -- Additional effect status potency: 4 (retail confirmation needed)
INSERT INTO `item_mods` VALUES (16387,953,30);  -- Additional effect status Duration (unresisted): 30sec
-- Divine Sword
INSERT INTO `item_mods` VALUES (16549,431,1);  -- Additional Effect: Light Damage
INSERT INTO `item_mods` VALUES (16549,499,7);  -- Additional effect animation: xi.subEffect.LIGHT
INSERT INTO `item_mods` VALUES (16549,500,10); -- Additional effect damage (unresisted): 10 (retail confirmation needed)
INSERT INTO `item_mods` VALUES (16549,501,10); -- Additional effect chance: 10%
INSERT INTO `item_mods` VALUES (16549,950,7);  -- Additional effect element: LIGHT

Subeffects are in the additional effect global. elements are enum'd in battleutils.h

We use the value that is the MOST the additional effect can land for, as resistance will handle fluctuations and reductions. The code also already handles bonuses for all but a few edge cases - holy bolts get their MND bonus, bloody bolts and element arrows get their INT bonus.

TeoTwawki avatar Jan 23 '22 17:01 TeoTwawki

I see what you mean now with the 431... having said that I was unable to get them to work (even the divine sword/poison cesti... thoughts?

hooksta4 avatar Feb 01 '22 17:02 hooksta4

I see what you mean now with the 431... having said that I was unable to get them to work (even the divine sword/poison cesti... thoughts?

have you pulled latest version of base branch? some folks were having issues with server init not loading the global into memory. the method was changed.

TeoTwawki avatar Feb 01 '22 18:02 TeoTwawki

Yea i thought I had... will double check - on a side note, cant reach you on discord anymore =(

hooksta4 avatar Feb 01 '22 18:02 hooksta4

Yea just rebuilt it and none of the ones that are currently in the item_mods (poison cesti and divine sword) will proc... seems there might be something else backend? I don't have enough experience yet to decipher where that would be an issue at as it doesnt throw any errors?

hooksta4 avatar Feb 02 '22 00:02 hooksta4

Yea just rebuilt it and none of the ones that are currently in the item_mods (poison cesti and divine sword) will proc... seems there might be something else backend? I don't have enough experience yet to decipher where that would be an issue at as it doesnt throw any errors?

whats the item you are attempting to make that isn't proccing, and whats the sql code you added for it

TeoTwawki avatar Feb 02 '22 00:02 TeoTwawki

Purgatory Mace

INSERT INTO `item_mods` VALUES (17464,431,2);   -- Additional effect: "Stun" (Type DEBUFF)
INSERT INTO `item_mods` VALUES (17464,499,16);  -- Additional effect animation (subEffect) xi.subEffect.STUN
INSERT INTO `item_mods` VALUES (17464,501,10);  -- Additional effect Chance 10%
INSERT INTO `item_mods` VALUES (17464,951,10);  -- Additional effect Status ID xi.effect.STUN
INSERT INTO `item_mods` VALUES (17464,952,10);  -- Additional effect Status Potency 10
INSERT INTO `item_mods` VALUES (17464,953,5);   -- Additional effect Status Duration 5sec

and

INSERT INTO `item_mods` VALUES (18355,431,2);   -- Hushed Baghnakhs (Additional effect: Silence)
INSERT INTO `item_mods` VALUES (18355,499,13);  -- Additional effect animation (subEffect) xi.subEffect.SILENCE
INSERT INTO `item_mods` VALUES (18355,501,10);  -- Additional effect Chance 10%
INSERT INTO `item_mods` VALUES (18355,951,6);   -- Additional effect Status ID xi.effect.SILENCE
INSERT INTO `item_mods` VALUES (18355,952,5);   -- Additional effect Status Potency 5
INSERT INTO `item_mods` VALUES (18355,953,30);  -- Additional effect Status Duration 30sec

hooksta4 avatar Feb 02 '22 01:02 hooksta4

both of those items are already implemented so I don't understand what you are doing or why. Purgatory mace is at line 20961 of item_mods. I've used it myself, I know its working.

TeoTwawki avatar Feb 02 '22 01:02 TeoTwawki

link me your branch you are working out of

TeoTwawki avatar Feb 02 '22 01:02 TeoTwawki

https://github.com/hooksta4/LSB_Hook_fork/tree/AE

But yes, I wanted to check and see if the ones that were already implemented worked... not sure where I went wrong at?

hooksta4 avatar Feb 02 '22 01:02 hooksta4

The rate of proc is low, but the issue was fixed and additional effects now work properly. I made a fresh pull and build and touched no file before launching. Xaver_2022 02 02_020234

Xaver-DaRed avatar Feb 02 '22 01:02 Xaver-DaRed

Well let me pull a brand new one and see assuming you are using stun knife there? 16503

hooksta4 avatar Feb 02 '22 01:02 hooksta4

Stun Kukri, but that should work aswell

Xaver-DaRed avatar Feb 02 '22 01:02 Xaver-DaRed

Ok got the AE on this fresh pull... will try to add a few others and see how it goes. Im going to focus on the Relic weapons (75) first and then move on from there as per the above. Thanks for hearing me out.

Cheers

hooksta4 avatar Feb 02 '22 02:02 hooksta4

just a heads up Excalibur may present an edge case I need to deal with and but Mjollnir and the others should be fine.

TeoTwawki avatar Feb 02 '22 02:02 TeoTwawki

How'd you know that was literally the next one on my list and I was just searching to see if there was something already that handled it... ??!!

hooksta4 avatar Feb 02 '22 03:02 hooksta4

How'd you know that was literally the next one on my list and I was just searching to see if there was something already that handled it... ??!!

Psychic. Powers.

TeoTwawki avatar Feb 02 '22 03:02 TeoTwawki

Or its third on the list ha ;)

hooksta4 avatar Feb 02 '22 03:02 hooksta4

Team,

Working through these slowly but surely, however have an outlier or two that could use some assistance.

INSERT INTO `item_mods` VALUES (18330,431,2);   -- Claustrum 
INSERT INTO `item_mods` VALUES (18330,499,8);  -- Additional effect animation (subEffect) xi.subEffect.DISPEL
INSERT INTO `item_mods` VALUES (18330,501,10);  -- Additional effect Chance 10%
INSERT INTO `item_mods` VALUES (18330,951,???);   -- Additional effect Status ID xi.effect.DISPEL 
INSERT INTO `item_mods` VALUES (18330,952,10);   -- Additional effect Status Potency 1 (Needs verification)
INSERT INTO `item_mods` VALUES (18330,953,15);  -- Additional effect Status Duration 15sec (Needs verification)

Curious about xi.effect for dispel for claustrum as there is not a xi.effect.DISPEL - is there something comprable?

INSERT INTO `item_mods` VALUES (18324,431,2);   -- Mjollnir 
INSERT INTO `item_mods` VALUES (18324,499,18);  -- Additional effect animation (subEffect) xi.subEffect.MP_DRAIN
INSERT INTO `item_mods` VALUES (18324,501,10);  -- Additional effect Chance 10%
INSERT INTO `item_mods` VALUES (18324,951,369);   -- Additional effect Status ID xi.effect.ASPIR_SAMBA 
INSERT INTO `item_mods` VALUES (18324,952,10);   -- Additional effect Status Potency 1 (Needs verification)
INSERT INTO `item_mods` VALUES (18324,953,15);  -- Additional effect Status Duration 15sec (Needs verification)

Mjollnir xi.effect issue due to recover mp is not the same as mp drain correct? so would assume both xi.subeffect and xi.effect need correction but not seeing one? Maybe this needs to be built into core somewhere , same with excalibur?

TIA

hooksta4 avatar Feb 05 '22 21:02 hooksta4

Curious about xi.effect for dispel for claustrum as there is not a xi.effect.DISPEL - is there something comprable?

Uses ID 9 and animation matches light

Mjollnir xi.effect issue due to recover mp is not the same as mp drain correct? so would assume both xi.subeffect and xi.effect need correction but not seeing one? Maybe this needs to be built into core somewhere , same with excalibur?

There's an ID for that as well. its covered. its 4 for its add effect type and subeffects (thats the animation) are enum'd in battleentity.h

        DAMAGE = 1,
        DEBUFF = 2,
        HP_HEAL = 3,
        MP_HEAL = 4,
        HP_DRAIN = 5,
        MP_DRAIN = 6,
        TP_DRAIN = 7,
        HPMPTP_DRAIN = 8,
        DISPEL = 9,
        ABSORB_STATUS = 10,
        SELF_BUFF = 11,
        DEATH = 12,
    SUBEFFECT_FIRE_DAMAGE      = 1,  // 110000     3
    SUBEFFECT_ICE_DAMAGE       = 2,  // 1-01000    5
    SUBEFFECT_WIND_DAMAGE      = 3,  // 111000     7
    SUBEFFECT_EARTH_DAMAGE     = 4,  // 1-00100    9
    SUBEFFECT_LIGHTNING_DAMAGE = 5,  // 110100    11
    SUBEFFECT_WATER_DAMAGE     = 6,  // 1-01100   13
    SUBEFFECT_LIGHT_DAMAGE     = 7,  // 111100    15
    SUBEFFECT_DARKNESS_DAMAGE  = 8,  // 1-00010   17
    SUBEFFECT_SLEEP            = 9,  // 110010    19
    SUBEFFECT_POISON           = 10, // 1-01010   21
    SUBEFFECT_PARALYSIS        = 11,
    SUBEFFECT_BLIND            = 12, // 1-00110   25
    SUBEFFECT_SILENCE          = 13,
    SUBEFFECT_PETRIFY          = 14,
    SUBEFFECT_PLAGUE           = 15,
    SUBEFFECT_STUN             = 16,
    SUBEFFECT_CURSE            = 17,
    SUBEFFECT_DEFENSE_DOWN     = 18, // 1-01001   37
    SUBEFFECT_EVASION_DOWN     = 18, // Same subeffect as DEFENSE_DOWN
    SUBEFFECT_ATTACK_DOWN      = 18, // Same subeffect as DEFENSE_DOWN
    SUBEFFECT_DEATH            = 19,
    SUBEFFECT_SHIELD           = 20,
    SUBEFFECT_HP_DRAIN         = 21, // 1-10101   43  This is retail correct animation
    SUBEFFECT_MP_DRAIN         = 22, // This is retail correct animation
    SUBEFFECT_TP_DRAIN         = 22, // Pretty sure this is correct, but might use same animation as HP drain.
    SUBEFFECT_HASTE            = 23,
    // There are no additional attack effect animations beyond 23. Some effects share subeffect/animations.

Notice Some effects share subeffect/animations.

drains and heals will use same animations. so 22 for Mjolnir

TeoTwawki avatar Feb 05 '22 22:02 TeoTwawki