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Airburst Weapon & shield armor paradox

Open 8abs opened this issue 3 years ago • 4 comments

First check

  • [X] The issue happens on the latest official version of Phobos and wasn't fixed yet.
  • [X] I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
  • [X] I added a very descriptive title to this issue.
  • [X] I used the GitHub search and read the issue list to find a similar issue and didn't find it.
  • [X] I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).

Description

I am using build27. If I set a weapon's warhead versus some shield armortype equals 0%, and this warhead contains EMP or AttachEffect.SpeedMultiplier, it would function well. But if I set a weapon's warhead versus some shield armortype equals 100%, and at the same time set its airburst weapon's warhead versus the same shield armortype equals 0%. The first weapon has no EMP or AttachEffect.SpeedMultiplier, but its airburst weapon has one of EMP and AttachEffect.SpeedMultiplier, it turns out that the shielded unit would be EMPed or slowed down.

I checked. The shield is PassPercent=0% & AbsorbPercent=100%. So there's no chance any damage leak to itself. I did this experiment under serious controlled variable method and did it again and again. So I'm hardly wrong.

BTW, the shield in my test is from a warhead using"Shield.AttachTypes=" to a valid unit.

Phobos Version

build27

Conditions to reproduce

No response

INI code

No response

Steps to reproduce

Do as above. I save the regedit part and unimportant parts of below items. The shield in my test is from a warhead using "Shield.AttachTypes=" to a valid unit. [SHIELD1] Armor=shield1 ...

[Weapon1] ... Projectile=Projectile1 Warhead=Warhead1

[Warhead1] ... Versus.shieldarmor1=100%

[Projectile1] ... AirBurstWeapon=Weapon2

[Weapon2] ... Warhead=Warhead2

[Warhead2] ... Versus.shieldarmor1=0% AttachEffect.SpeedMultiplier=0.1 AttachEffect.Duration=-1

Expected behaviour

UNIT1 shouldn't be slowed down

Actual behaviour

UNIT1 did slowed down

Additional context

No response

8abs avatar May 03 '22 15:05 8abs

Addition: I didn't use "Shield.Penetrate=yes"

8abs avatar May 03 '22 15:05 8abs

Shields do not protect from Warhead effects, including Ares-introduced ones. Only damage. This behaviour cannot be easily changed either.

Starkku avatar May 03 '22 15:05 Starkku

Shields do not protect from Warhead effects, including Ares-introduced ones. Only damage. This behaviour cannot be easily changed either.

Jesus, I always thought I was wrong somewhere. Is shield going to be able to defense attach-effects in the future?

8abs avatar May 03 '22 15:05 8abs

Shields do not protect from Warhead effects, including Ares-introduced ones. Only damage. This behaviour cannot be easily changed either.

Jesus, I always thought I was wrong somewhere. Is shield going to be able to defense attach-effects in the future?

Unlikely.

Starkku avatar May 03 '22 15:05 Starkku