I agree - this type of error would be quite reasonable when considering a dynamic collection of damage modification objects being associated with a character. If one of the objects is borked such that the calculation isn't commutative, then ordering issues can result. That it relates to the order of application implies that the container implementation probably isn't keyed, and is likely just a list where new objects are added to the end.w3ng_vgeb17_ESO wrote: »
Depends on the programming language and framework, but if I had to mimic that behavior, that's quite simple:
Take the calculations for hardy and ironclad and put them into different functions. As soon as a player chooses one of the perks put the function into an array. For calculations take the functions from the array and execute them on the values. The calculations will run in the order they occur in the array. That is they will be executed in the order the player chose them.
Why should anyone ever program it like that?
I believe they just have a database table where all constant damage modificators are saved (like "direct damage taken modificator") and they update this value when new calculations are made.
The damage calculation then pull their numbers from there.
This would be awful code design, but there are a lot of hints they coded it this way. That would explain why skills often have pulled the wrong penetration numbers after they have been switched to stam or magicka (looking at you, dawnbreaker).
In the presented case of warrior cp, the calculations done when updating the database field seem to not be within the same function. So the order of updating the database has an impact on the value.
ssewallb14_ESO wrote: »This is still a thing. I was wondering why I was getting hit harder on my Sorc, despite having nearly the same stats as my Warden. I was losing ~4% damage reduction between this bug and jump points, which are now on most stars. This is pretty sloppy ZoS.
Lightspeedflashb14_ESO wrote: »ssewallb14_ESO wrote: »This is still a thing. I was wondering why I was getting hit harder on my Sorc, despite having nearly the same stats as my Warden. I was losing ~4% damage reduction between this bug and jump points, which are now on most stars. This is pretty sloppy ZoS.
There is no way you could feel 4% more damage.
Lightspeedflashb14_ESO wrote: »ssewallb14_ESO wrote: »This is still a thing. I was wondering why I was getting hit harder on my Sorc, despite having nearly the same stats as my Warden. I was losing ~4% damage reduction between this bug and jump points, which are now on most stars. This is pretty sloppy ZoS.
There is no way you could feel 4% more damage.
ssewallb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »ssewallb14_ESO wrote: »This is still a thing. I was wondering why I was getting hit harder on my Sorc, despite having nearly the same stats as my Warden. I was losing ~4% damage reduction between this bug and jump points, which are now on most stars. This is pretty sloppy ZoS.
There is no way you could feel 4% more damage.
That's about the difference between a Nirnhoned and a Training weapon. Also what's 4% of a 40k burst combo?
Lightspeedflashb14_ESO wrote: »
There is no way you could feel 4% more damage.
When you are between a rock and a hard place, that 4% could save your life. sure, 4% of 25k is 1k, but 1k health still gives you a chance to heal up (granted you get out).
I've seen my health go as low as 8, and then I get healed up. I was lucky, but still. 4% can be the difference between life and death
VarisVaris wrote: »this bug here?