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SmeJack

Please remove the Characteristic nerf on priests

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dang this is still going strong....such a no brainer >.< Remove it!

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The dead horse was beaten so much that it is etched into the ground and all the living horses are now afraid of sticks, but still no change....

 

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4 hours ago, ClericGunem said:

The dead horse was beaten so much that it is etched into the ground and all the living horses are now afraid of sticks, but still no change....

 

afraid of sticks? then its time to switch to rocks

 

and yet another +1 for this

 

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9 hours ago, edricks said:

its 5 % but ya + 1 pointless nerf

 

25%

 

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On 6/9/2016 at 10:05 AM, LorenaMontana said:

According to Propheteer the nerf doesnt even exist :rolleyes:

 

and if he ever comes back and has to grind up a new priest, it will exist then, I assure you

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3 more likes on the OP and it gets a blue heart seal of approval!!!!

 

Because you know that makes a difference right? Someone will have to listen then I'm sure :rolleyes:

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1 more like on the OP and we have 50 , surely enough to get this changed ;)

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Not sure why this is still a thing but it does exist.

 

For those who don't want to read all of the code and try to understand it ill sum it up.

 

It slows skill gain but reduces the amount of skill lost from skill decay with Mind, Body and Soul (only those, not the sub categories such as mind logic).

The difference is 25% less skill gain for Body Control, Body Stamina, Body Strength, Mind Logic and Mind Speed when a priest.

It also makes Mind, Body and Soul decay 25% less when a priest.

 

 

Below is the relevant parts from the wurm unlimited server.

 

Sets the boolean for skill slow skills.

SkillSystem.java

        SkillTemplate bct = new SkillTemplate(104, "Body control", 150000.0F, new int[]{1}, 1209600000L, (short)0, false, true);
        bct.isPriestSlowskillgain = true;
        addSkillTemplate(bct);
        SkillTemplate bst = new SkillTemplate(103, "Body stamina", 200000.0F, new int[]{1}, 1209600000L, (short)0, false, true);
        bst.isPriestSlowskillgain = true;
        addSkillTemplate(bst);
        SkillTemplate bsr = new SkillTemplate(102, "Body strength", 200000.0F, new int[]{1}, 1209600000L, (short)0, false, true);
        bsr.isPriestSlowskillgain = true;
        addSkillTemplate(bsr);
        SkillTemplate mlg = new SkillTemplate(100, "Mind logic", 200000.0F, new int[]{2}, 1209600000L, (short)0, false, true);
        mlg.isPriestSlowskillgain = true;
        addSkillTemplate(mlg);
        SkillTemplate msp = new SkillTemplate(101, "Mind speed", 200000.0F, new int[]{2}, 1209600000L, (short)0, false, true);
        msp.isPriestSlowskillgain = true;
        addSkillTemplate(msp);

The function that this boolean effects

SkillSystem.java

    public static float getDifficultyFor(int skillNum, boolean priest) {
        SkillTemplate template = (SkillTemplate)templates.get(Integer.valueOf(skillNum));
        return template.getType() == 0 && priest && template.isPriestSlowskillgain?template.getDifficulty() * 1.25F:template.getDifficulty();
    }

 

The function calls that SkillSystem.getDifficulty(int,bool) is used in

Skill.java

    public double getDifficulty(boolean checkPriest) {
        return (double)SkillSystem.getDifficultyFor(this.number, checkPriest);
    }

 

And here are all of the functions that Skill.getDifficulty(boolean) is used in

Skill.java

    private final void doSkillGainNew(double check, double power, double learnMod, float times, double skillDivider) {
        double bonus = 1.0D;
        double diff = Math.abs(check - this.knowledge);
        short sType = SkillSystem.getTypeFor(this.number);
        boolean awardBonus = true;
        if(sType == 1 || sType == 0) {
            awardBonus = false;
        }

        if(diff <= 15.0D && awardBonus) {
            bonus = 1.0D + 0.10000000149011612D * (diff / 15.0D);
        }

        if(power < 0.0D) {
            if(this.knowledge < 20.0D) {
                this.alterSkill((100.0D - this.knowledge) / (this.getDifficulty(this.parent.priest) * this.knowledge * this.knowledge) * learnMod * bonus, false, times, true, skillDivider);
            }
        } else {
            this.alterSkill((100.0D - this.knowledge) / (this.getDifficulty(this.parent.priest) * this.knowledge * this.knowledge) * learnMod * bonus, false, times, true, skillDivider);
        }

    }
private final void doSkillGainOld(double power, double learnMod, float times) {
        if(power >= 0.0D) {
            if(this.knowledge < 20.0D) {
                this.alterSkill((100.0D - this.knowledge) / (this.getDifficulty(this.parent.priest) * this.knowledge * this.knowledge) * learnMod, false, times);
            } else if(power > 0.0D && power < 40.0D) {
                this.alterSkill((100.0D - this.knowledge) / (this.getDifficulty(this.parent.priest) * this.knowledge * this.knowledge) * learnMod, false, times);
            } else if(this.number == 10055 || this.number == 10053 || this.number == 10054) {
                Creature cret = null;

                try {
                    cret = Server.getInstance().getCreature(this.parent.getId());
                    if(cret.loggerCreature1 > 0L) {
                        logger.log(Level.INFO, cret.getName() + " POWER=" + power);
                    }
                } catch (NoSuchCreatureException var8) {
                    ;
                } catch (NoSuchPlayerException var9) {
                    ;
                }
            }
        }

    }
private void decay(boolean saved) {
        float decrease = 0.0F;
        if(this.getType() == 1) {
            this.alterSkill(-(100.0D - this.knowledge) / (this.getDifficulty(false) * this.knowledge), true, 1.0F);
        } else if(this.getType() == 0) {
            decrease = -0.1F;
            if(this.affinity > 0) {
                decrease = -0.1F + 0.05F * (float)this.affinity;
            }

            if(saved) {
                this.alterSkill((double)(decrease / 2.0F), true, 1.0F);
            } else {
                this.alterSkill((double)decrease, true, 1.0F);
            }
        } else {
            decrease = -0.25F;
            if(this.affinity > 0) {
                decrease = -0.25F + 0.025F * (float)this.affinity;
            }

            if(saved) {
                this.alterSkill((double)(decrease / 2.0F), true, 1.0F);
            } else {
                this.alterSkill((double)decrease, true, 1.0F);
            }
        }

    }

As a note: 

if(this.getType() == 1) {

Refers to the skills Mind, Body and Soul (only those, does not include body control, or any other sub category)

 

Edited by blayze

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Ultimate blue seal of approval surely means we can get this changed now..... Right? 

 

Riiiiiiiiight? 

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And that is why it must die... for the good of all.

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On 7/1/2016 at 1:52 PM, Retrograde said:

Suggestions & Ideas
Some may have noticed that a number of popular suggestions have been implemented this week and we'll continue to work on these, providing feedback when we can and also confirming when one will be included. Suggestions that include art changes or additions may be a little more difficult, as well as those which may touch on current projects, so please keep this in mind when making suggestions and wondering why there hasn't been any feedback or they haven't been implemented.

 

You, Fairyshine, Klimparmi and 56 others like this

 

hello

 

it's also easy like at minimum just delete a few lines of code right, shouldnt even need testing

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Instead of removing we should double the nerf. Down with priests!

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11 hours ago, MrGARY said:

 

You, Fairyshine, Klimparmi and 56 others like this

 

hello

 

it's also easy like at minimum just delete a few lines of code right, shouldnt even need testing

 

I've seen the code responsible for this and I could do it in about 40 seconds while drunk; it's just a certain flag on certain characteristics.

 

The only possible reason I can think for not making this change is that the developers plan on looking more holistically into priest limitations, and possible reevaluating them as a whole... which would also be good. If not, though, this is a pretty quick change with nearly universal approval. It's not as if it's a meaningful limitation, anyway, and priests have tons of those.

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1 hour of grinding out arrow shafts as a priest = 0.06bc (for 22-23)

 

So....

 

16 and 2/3 hours of grinding out arrow shafts (with sb) is required for 1 point of bc

 

Is this really intended?

 

Get rid of this nerf and make the lives of priests a bit damn nicer!

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ya, know...one would think 14 pages of comments, vast majority in favor of fixing this (i consider a bug, logically or in someone's ability to think rationally) that hey, maybe a comment from someone, like idk a dev or Rolf or Retro, even if it to say "ha ha not happening bitches" before locking the thread.  

 

anybody?

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