• Announcements

    • JoeW

      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

CremeLover

  • Content count

    58
  • Joined

  • Last visited

Community Reputation

211 Excellent

About CremeLover

  • Rank
    Junior Member

Badges

Don't Starve Together
  • Contributor
Oxygen Not Included
  • Alpha Contributor

Recent Profile Visitors

195 profile views
  1. Remember I once catched a friend of mine playing single player don't starve back in 2012-2013 (can't remember). I immediately found it very interesting, from the mechanics to the art style, and I adquired for myself later on. Instantly fell in love with it and played sporadically over the years.
  2. That is indeed the case, and I was wrong where I said she deal slighltly less damage, she actualy deals slightly more instead. She does get x1.54 from the buff, but she should not be doing x1.54 times Wilson damage, but 1.155.
  3. That is what I said, sorry, I had a very unfortunated accident and hit tab and space on my keyboard, instantly posting while I was half way through writing it, I edited it properly now.
  4. Let me look at the files again This is from the combat script, this should the formula for calculating what a character should do with an attack Disclaimer, I have glanced at this thing for a bit, and have no indept knowledge of how the entire combat engine is supposed to work, this is some quick reading. basedamage = this is the weapon damage, or the mount, or 1 * (basemultiplier or 1) = specific damage multiplier, in the case of Wendy, is x0.75 * self.externaldamagemultipliers:Get() = this is used for food buffs and Woodie's beaver form. * (multiplier or 1) = this is for area damage and seems to be used mostly by some bosses and octopuses * playermultiplier =playermultiplier is for damage towards players generally only applies for NPCs attacking players * pvpmultiplier = self explanatory * (self.customdamagemultfn ~= nil and self.customdamagemultfn(self.inst, target, weapon, multiplier) or 1) = this is used only for Wendy + (bonus or 0) = bonus seems to be used only for mounts So if I understood this correctly, the formula goes as follows. 1*0.75*1*1*1*1*1.4(only when enemy has abigail debuff)+0 This is the formula for calculating basic damage of a character. Abigail's buff of x1.1 however, is calculated on "damake taken" and not "damage given", which means they do indeed go separatedly, so Wendy's damage should be x1.155 instead of 1.05. Not sure if this was intentional. If she deals 1.54, is because for some reason her debuff of x.75 isn't being taken into account, and I have yet to see why if that's the case.
  5. Where do you guys get the x1.55 multiplier? ABIGAIL_VEX_DURATION = 2 ABIGAIL_VEX_DAMAGE_MOD = 1.1 ABIGAIL_VEX_GHOSTLYFRIEND_DAMAGE_MOD = 1.4 Looking at the files Abigail gives a buff of x1.1, and to Wendy players is x1.4. Which multiplied by her basic damage multiplier of x0.75 equals a total of x1.05, which still means she does less damage. Unless I'm missing something, she still does less damage to other mobs than the rest of the group (x1.1) by herself even with Abigail's aid.
  6. [Game Update] - 401443

    Didn't mention it before, but I was genuinely surprised how you managed to patch the Wendy rework in less than a week and even include new assets into the game (the flower buff that floats around mobs) without being able to even go to the office to work and have access all your work equipment. We really appreciate the work and dedication you put into this game and in the community, despite not everyone being 100% satisfied with the solution. Thanks a lot and please stay amaizing.
  7. [Game Update] - 401443

    Checking the animation again, it does last for a full second, but the animation assets for the upgraded shield appear at milisecond 100 of the animation, and now that I look at it, I also notice they dissapear at 967, so there are 867 miliseconds of actual animation and 133 seconds of padding. Since I wasn't sure how the game handled the animations, and spriter is an alien program to me, so I just converted it to a more familiar animated gif and measure the length of it, and it seems spriter cut the empty frames when exporting the animation. So yes, that's where the 0.45 and 0.9 come in. Spriter chopping it off when exporting. The game probably uses the full animation and not just the frames that have assets, so you're most likely right it does use 0.5 and 1s respectively. Thanks for noting.
  8. [Game Update] - 401443

    My pleasure. And regarding the vonfusing math, just think of it like this "Klei wanted abigail to deal 15-25-40 damage" "Abigail has a debuff upon hitting an enemy, that increases all damage taken" "Let's decrease Abigail damage by the exact amount the buff gives" End result, Klei reduced her damage by the debuff amount and is later increased by the debuff on the enemy, resulting in a net zero.
  9. [Game Update] - 401443

    This is what is happening. Abigail has 3 damage setups Day=15 Dusk=25 Night=40 This gets divided by the same damage her debuff applies, which is x1.1. The abigail damage formula is (Damage = damage.timeOfDay/abigailHexDebuff) Once Abigail hits an enemy, she will apply a debuff of flower petals around the mob she hit, that lasts for 2 seconds. This debuff increases damage taken by x1.1 So with the debuff of the enemy added to the formula Damage = TimeOfDay * (abigailHexDebuff / abigailHexDebuff) = TimeOfDay * 1 The only disanvadtage is that is applied only after Abigail hits an enemy and applies the debuff. And Abigail's shield nullifies all damage taken for the specific amount of seconds the animation lasts, the shield activates upon being hit, like bone armor or thulecite crown. The retaliation shiled is a direct upgrade to the shield elixir, both double the shield duration, but a plus that all enemies that hit the shield get a raw 20 damage in retaliation damage.
  10. [Game Update] - 401443

    You are right, Klei actually changed the damage formula. What is actually happening is that the damage gets divided by the debuff of x1.1 before applying it to enemies, so she doesn't do extra damage, just does the damage is set up to do AFTER the first hit. Will update it. Thanks.
  11. [Game Update] - 401443

    Okay, let's do this again, one last time. Wendy Rework 2.0 Damage Abigail has 3 different damage modifiers Day=15 Dusk=25 Night=40 Slighly buffed from her pre-rework version. Edit: Note, the damage Abigail dealts get divided by the x1.1 Debuff mentioned below before being applied, so before the first hit with a non-debuffed enemy, she will do a slightly less amount of damage than these numbers. So 13.6, 22.7, 36.3 Edit2: She actually does less damage, but her passive buff is calculated before the damage is applied, so even if a mod tells you she does slighly less, her buff increases the damage to those written above. --------- Debuff Whenever Abigail inflicts damage on an enemy, it will receive a hex that will give an aura of flower petals around him. for 2 seconds. This aura adds a damage multiplier of x1.1 of all damage taken, unless is damage from a Wendy player, in which case it adds a x1.4 multipier. This makes it so when Wendy and Abigail cooperate, Wendy can deal damage with a multiplier of (0.75x1.4) = x1.05 Edit2: She also gets the x.1.1 extra from Abigail's debuff, as they are applied separatedly, so (0.75*x1.4*x1.1)=x1.155 Edit: I should mention this only applies to combat damage, which counts on damage received by players and mobs, like pigs, bats, bunnies... but not other sources of damage, like fire, earthquakes, weather pain, etc. --------- Elixirs Renevant Restorative = last for a day, adds an extra 1 health per second regen for a total of 960HP Spectral Cure-All= last for 30 seconds, adds an extra 20 health per second regen for a total of 600HP Unyielding Draught = last for a day, increases shield animation duration Distliged vengance = last for a day, has all normal shield buffs plus retaliation of 20 damage Nightshade Nostrum= last for a day, gives abigail the night damage multiplier Vigor Mortis = last for a day, adds speed multipliyer of 1.75, can be haunted by player ghosts for a 3 second buff duration. --------- Shield Abigail shields have now been slightly buffed The base lasts for 0.45 0.5 seconds And the buffed shields last 0.9 1 full second, doubling the duration of regular shield. --------- Overall, I'm pretty happy Wendy rework 2.0 turned out, she's got her uses, although she no longer can reach 89 damage, she has a nice 44 damage at night thanks to the debuff, plus the shield, that is still useless against single targets. The debuff tho, might actually make it worthwhile to keep abigail alive during boss fights instead of just letting her commit suicide and ressurect her after all is done. What I'm not completely happy with are the elixirs. I would've given them half a day, since I don't think most of them should be day long buffs, whereas keeping the speed elixir to 3 days.
  12. [Game Update] - 401443

    In regards to the health mechanic, the day-night one is probably a remnant of the old Wendy before the strange new powers update in Single Player, where she haunted you through the night at random, while the one is more adherent to the actual theme of Abigail coming back from the dead to protect her sister, and gaining strenght as she becomes closer to death. I still need to look at the numbers, but honeslty, Wendy was never supposed to be a glass cannon type of character. The health mechanic was an okay replacement, but it also means the viewpoint you had when you played the character was shifted entirely. I think the reworks are supposed to flesh out some of the characters, without changing them too much (with an exception of the big 3 that were revamped earlier because they had their problems) The glass cannon character was always supposed to be Maxwell in the first place, while Wendy was always supposed to be the weak character with a benefit of a cute ghost that aided her for her lack of damage. I'm sure Maxwell will shine in his glass cannon role when he gets reworked. In short, while the mechanic was okay, it never fitted what Wendy's playstyle have always been since her inception. Dam, you beat me to it.
  13. [Game Update] - 401443

    Thanks for the update! Sounds very very nice so far! Can't wait to dissect some of the numbers and see how it plays out.
  14. Since I haven't seen it so far, I'll give my perspective on each of the elixirs and what I think could be their potential use. Renevant Restorative = last for two days, adds an extra 1 health per second regen. Is nice if you're in a situation where you'll be fighting sporadically through a few days. I don't find myself in such situations excep when I'm exploring an early game world. Other than that, you'll probably rely on Abigail's health regen or use the following elixir if you really need her health back up immediately. Spectral Cure-All= last for 15 seconds, adds an extra 20 health per second regen. You very very rarely will need this super quick heal unless you're fighting bosses or you're jumping from fight to fight non-stop in a ruins rush scenario and the like. Other than that, you're better just relying on Abigail's passive regen. Useful in certain situations, but expensive. Unyielding Draught = adds an extra 0.3 duration to Abigail's passive shield. A good elixir that increases survibability. Problem is Abigail's default shield is more than enough to kill most crowds of mobs unless is a very large spelumonkey nest or a very long frog rain. And since is useless against single targets probably won't be seeing much use outside very very nitche situations. Distliged vengance / +0.3 shiled duration & retaliation when an enemy hits the shield. An improved version of the previous elixir that suffers from the same problems. The retaliation damage is nice, but this is unnecessary overbuffing Abigail for the tasks you're likely to face in the day to day. Clothering Tonic= last for 1 minute, adds a damage multipliyer of 1.2. 1.2 extra damage is not really that much, and you need to be on very low health so get the most of out it. Again, since Abigail's default can lay waste to crowds since her improved defenses you'll most likely be using these before fighting a boss for a few extra chips of damage, before swapping to the cure-all/call her back into the pokeball. Vigor Mortis = last for 3 days, adds speed multipliyer of 1.75. Surprisingly the most useful? Since Abigail has a light radius, you can use her as a permanent lantern, as well as being able to attack mobs that usually outrun her, such as Walrus, koaelephants and the like. And since it last 3 days and is very cheap, you can get a few in large quantities and last for entire seasons (provided she doesn't die or you replace her)
  15. Abigail has no sanity aura, if your friends are losing sanity while near you that's probably a pipspook you're carrying around.