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Re: Weapon "secondaryAction" Stats

Posted: Sat May 02, 2015 7:20 pm
by minmay
Azel wrote:In my suggestion I am talking about temporarily modifying the Strength attribute of a Champion, yet the premise of your reply explicitly implies that I was suggesting modifying Attributes of the Weapon itself
Because doing this by modifying the champion's stats cannot work. If you modify it for more than a small part of the frame on which the champion attacks, you are screwing with resistances/evasion/etc. This would be a bug, because the OP only wanted to change attack power! If you modify it only for that small part of the frame, then you get the wrong attack power display as I said. This is also a bug!
The point of the rage potion is to increase strength for a long duration, with everything strength affects. David Ward only wanted to change attack power.

Doing this every frame is really not unnecessary overhead. onRecomputeStats is called every frame, head hunter even iterates through the champion's entire inventory including containers every frame. This hook will only have to check 8 slots at most. You can technically get around doing it every frame but you have to call it every time a champion's stat has the potential to change; not fun. Notice that head hunter recomputes every frame instead of every time the number of skulls in a champion's inventory has the potential to change.

Re: Weapon "secondaryAction" Stats

Posted: Sun May 03, 2015 2:06 am
by Azel
oooohh. The Head Hunter comparison puts it in prosper perspective, thanks. The idea of temporarily boosting Strength as part of an attack swing just seems fun. But I guess one could simply add the "ignore armor" attribute, or damage multiplier similar to the Scythe to achieve an equally effective result.