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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

- Administration

Issue Information

  • #005747

  • 0 - None Assigned

  • Working as Intended

Issue Confirmations

  • Yes (0)No (0)
Photo

Safety Wall

Posted by Hercules Bot on 15 May 2012 - 03:42 PM

Originally posted by Joseph
Problem:

It doesn't absorb damage that breaks the safety wall.
I tried using skills like asura strike, which deals huge amount of damage, on player with safety wall but still receive damage and it breaks the safety wall.

iRO Wiki:

A Safety Wall will always block at least one hit because the hit that breaks it will be completely absorbed.
http://irowiki.org/wiki/Safety_Wall

Originally posted by malufett
oh is this new?
as far as I know when the damage is greater than the HP of the SW the remaining damage subtracted will still hit the target...

Originally posted by Joseph
I'm not sure how updated is iRO Wiki. But, it says "A Safety Wall will always block at least one hit because the hit that breaks it will be completely absorbed.".

Originally posted by Joseph
Uhm. This is from doddler.
It says "When the wall absorbs this much damage, the wall is removed and any remaining damage is dealt to the player.".

http://ro.doddlercon...ges#Safety_Wall

Originally posted by Ind
we currently do that o-o so its working as intended.
    if ( ( group->val2 - damage) > 0 ) {
	 group->val2 -= damage;
	 d->dmg_lv = ATK_BLOCK;
	 return 0;
    } else
	 damage -= group->val2;
when its health isn't able to take 100% of the damage we reduce the damage by the amount of life left.

moved issue from Skills