Yeap, numbers always were red, I dunno why ME are different in that regard now.
Also, in log we have DMG:434 ☁ 237 ❄237. It should be DMG:434 ☁ 237 ❄237 to avoid confusion.
Healing and poisoning are not reflected properly in the log. For healing it only says that healing was used, without numbers. And here I found a decent "elemental icon" for heals
Poison already has a unicode character "poison": "☠", but it's not used anywhere as far as I can tell, which is a shame. I suppose it also could use dark green color for log damage.
Ok, so next:
- Get total damage to be reported without color in viewport for ME attacks.
- Make sure that all damage bouncing number are always red, They were
NOT! before. We used color of the element! I'll make them all red for now (cause it's easier) and we'll revisit this later.
- Add icon for healing.
- I'll go over all skills and see if we can get them to work for magic and attack skills without fuss.
- And make sure exotic skills calculations are up to date with the new system.
Ah yes, I forgot about one thing. One of the main reasons why I used stats for evading and resistance is because stats can be freely used anywhere in the game with minimal coding.
Not only I had items which change evasion chance, I also added it to some traits and class traits. Specifically, heavy body types had small penalties to the evasion chance and vice versa, and agile classes had bonuses. They won't work now, naturally.
Have you seen it in the testing mode? It makes the chance vs goblins 75%, almost guaranteed.
Yeah, I've changed my mind about those stats as they are basically direct chances gathered from traits and items. More or less the same thing I wanted to do, what threw me off was:
- They are
not hidden.
- No other stats (agility/luck/magic) were used.
- I genuinely disliked the magic resistance idea.
We should allow traits to influence these chances as well but it's unacceptable that at level 1, chance is the same as at level 100... I'll try to cook up some way to mitigate this.
I'll change the chance. It's way too high, basically, I am thinking we should have a max for every source for CH and EV, like limit max that items can bring to the table and what stats can bring to the table (per stat if needs be). Maybe the same for defense that comes from stats.
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I'll recheck exotic skills and make reports work first.