[Bug] Wrought Axe special not working sometimes.
Darkmega18 opened this issue · 17 comments
mobs v1.5.23
1.16.5 36.2.33 forge.
Other stuff in modpack? ... yes. :V ("order of all creation: Relic hunters" on curseforge if you want to take a peek at the list)
Axe of thousand metals suddenly gained what feels like an extremely long cooldown or unusable period. it bobs up and down in my hand when I rightclick it like it should be doing something and it's swing cooldown is finished.
Even without an offhand item that could be causing issues I can only do an overhead or wind swing intermittently. sometimes entire minutes, or sometimes I can get off a couple before it goes dead again.
it feels like it just has trouble noticing that I'm using it based on the item in my hand being bobbed up and down but not triggering anything. There doesn't seem to be anything in the logs related to it.
I am noticing my "client" tick rate is out a bit and latest log shows some catch ups happening due to exploring and probably mobs and other reasons that might cause lag, even in singleplayer. Could that be the cause?
based on a quick test in a flat void world to eliminate lag, it seems to be such a case.
I can swing the axe just fine any which way on my void platform repeatedly. Axe has issues with server lag canceling the swing as a first observation.
I can't help but notice that the axe when swung wide or slammed also only deals 4-5 damage rather than dealing the 15 I have the axe configured for...
Oh interesting.
Well the axe is the only one of those that requires a full vanilla weapon cooldown. It’s possible that vanilla MC does a bad job syncing that cooldown when lag is present.
The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.
I can't help but notice that the axe when swung wide or slammed also only deals 4-5 damage rather than dealing the 15 I have the axe configured for...
Wait, which mod version are you using?
The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.
intriguing. well, had no mobs to test that on (and have even worse luck actually getting a naga to appear to even attempt to get one normally). but does it have some kind of indication when the backstab triggers? with the stealth mechanics of war dance I could probably test that in the main world with the lag.
Wait, which mod version are you using?
v1.5.23. mentioned it at the top.
Thought:
would you be able to make the swings work off a configurable cooldown perhaps? like, a wide/slam every 3-5 seconds (from the finish of an already playing one) and not consuming the hand's actual swing cooldown when triggered? So I could say, combo swings between hitting normally and then using power swing/slams while waiting on hand recharge etc?
(I also wish I could offhand this cause it's a rightclick function but I'm fairly sure you disabled that cause you thought it was op or something.)
strange. I can "coax" or "fool" it into working most of the time by swinging it, holding up a shield for a bit, then using the special once the swing time is recharged.
but if I try to do rightclick while it's full and it decided to not work, it'll just not work and do the using bobbing thing in my hand again.
I see. I definitely am not able to reproduce this behavior, so I think it might be a compatibility issue. Can you send your mod list please?
Also, a video would help me understand better.
Oof, that’s a huge list. Are you familiar with the “Thanos Method”? It’s the fastest way to find the interaction issue.
Mods:
Dynamic Lights Reforged
Enchantment Limiter
YUNG's Better Dungeons
Better Nether Reforged
ToroHealth
Music Player
GUI Clock
YUNG's Better Caves
ReAuth
YUNG's API
Gateways To Eternity
MaxHealthFix
Armor Curve
Wither Skeleton Tweaks
Reliquary
Guard Villagers
Apotheosis
clickadv mod
Guns Without Roses
BetterEnd Forge
Structure Gel API
Advancement Plaques
PackMenu
Dive Deeper
Caves and Cliffs Backport
Darker Depths
Example Mod
Highlighter
spark
Lycanites Mobs
Mo' Structures
Curios API
Origins
ArmorPoints++
LevelHearts
Special AI
Corail Tombstone
WorldEdit
Majrusz's Progressive Difficulty
Sapience
Mutant More
Harder Natural Healing Mod
Cloth Config v4 API
BetterBurning
Custom Starter Gear
Switch-Bow
FastLeafDecay
YUNG's Better Mineshafts
PlayerRevive
Dungeons Libraries
Dungeons Gear
Psionicolor
Borderless Window
Save My Stronghold!
Quark Oddities
Client Tweaks
Mowzie's Mobs
GeckoLib
Time Shall Not Pass
Bag of Yurting
Bountiful Baubles
Just Enough Items
AttributeFix
Caelus API
Colytra
Shutup Experimental Settings!
Nature's Compass
Compact Machines 4
Stoneholm
Champions
Engineer's Tools
Curio of Undying
Farming for Blockheads
Crock Pot
Better Hurt Timer
Grapple Hooks
Additional Lights
Catalogue
JEI Tweaker
CraftTweaker
ProjectE
Mystical World
Blame!
¡쳉mmersiveFX
ImmersiveFX: SpecialFX
¡쳉mmersiveFX: ¡쥓ound Control
¡쳉mmersiveFX: ¡쥅nvirons
¡쳉mmersiveFXs: ¡쥍ob Effects
TellMe
When Dungeons Arise
The One Probe
Mouse Tweaks
Immersive Engineering
Project: War Dance
Majrusz Library
JEI Integration
Polymorph
Just Enough Professions (JEP)
AutoRegLib
SecurityCraft
WorldEdit CUI Forge Edition 3
Lootr
Oh The Biomes You'll Go
Villagers Respawn Mod
Orcinus's Cavern
CosmeticArmorReworked
Ender Mail
Grappling Hook Mod
Hats
Eidolon
InControl
Doggy Talents 2
Cooking for Blockheads
Controlling
Placebo
Citadel
Ice and Fire
Darker Loading Screen
Custom Villager Trades
Culinary Construct
Mutant Beasts
Bookshelf
BotanyPots
BotanyTrees
HerdMentality
Tips
Forgery
Sophisticated Backpacks
U Team Core
Magnesium
Building Gadgets
Forge
Atum 2
CoFH Core
Thermal Series
Thermal Foundation
Thermal Innovation
Psi
Thermal Cultivation
AppleSkin
Simple Planes
Relics
V-Tweaks
Carry On
MmmMmmMmmMmm
Lost Trinkets
Move Plus
Equipment Compare
Chocolate
Farmer's Delight
Dude! Where's my Horse?
Customizable Elytra
AI Reducer
Lollipop
Rare Ice
Elenai Dodge 2
Bountiful
Wayfarer
Patchouli
Ars Nouveau
Easy Paxel Lite
Collective
MarbleGate's Exotic Enchantment: Flowing Agony
Ore Excavation
Time In A Bottle
villagertools
Thermal Expansion
Villager Souls
YUNG's Better Strongholds
Enigmatic Legacy
CaveBiomeAPI
Spartan Weaponry
Architectury
FTB Library
FTB Teams
Curious Elytra
AI-Improvements
Kotlin Libraries
Small Ships Mod
Cursery Mod
Cyclic
Better Advancements
Lightstones
Item Filters
FTB Quests
The Conjurer
Dungeons Mobs
Abnormals Core
Environmental
The Endergetic Expansion
Savage & Ravage
Nethers Delight
Ensorcellation
Waystones
Tax Free Levels
YUNG's Better Portals
Weapon Throw
FastSuite
Clumps
Comforts
Artifacts
Configured
The Outer End
VanillaTweaks
Dungeon Crawl
Colds Claws
Explorer's Compass
Farsight mod
Wall-Jump!
Inventory Pets
iChunUtil
Traverse: Reforged
Magnesium Extras
Mining Gadgets
Akashic Tome
FTB Chunks
Castle Dungeons
Blood Magic
Tome of Blood
Meet Your Fight
Dot Coin Mod
EnchantmentDescriptions
SwingThroughGrass
CreativeCore
Simple RPC
creeperheal
Archer's Paradox
Towers Of The Wild
Atmospheric
Iceberg
FlashFyre's Enchantments
Spartan Shields
Quark
Charm
Charmonium
Legendary Tooltips
brutalbosses mod
Diet
Carrots Lib
Vanilla Food Pantry
Ars Elemental - Elemental Spell Foci
Origins Power Expansion
Ferrite Core
Spice of Life: Carrot Edition
Player Tracking Compass
Grindstone Sharper Tools
ExpandAbility
Morph-o-Tool
Healing Campfire
OpenLoader
I'll take a quick video and edit it to show whats happening. gimme a few mins.
Remove half of your mods (keep Mowzie’s mobs and Geckolib) and see if the issue continues. If it does, you know the problem mod is in the half you kept. If it doesn’t, you know it’s in the half you removed.
Repeat this on the half containing the problem mod until you’re left with only one other mod.
.... X_X I hate that method sometimes. it's the "how to get a hundred datapack and whoops you forgot to install X mod errors" method to me once I've got a formed pack. :V
it's fine when everythings not super interlinked yet tho... I usually take some educated guesses first if we have any idea what kinda of interaction can cause something like this.
but heres a streamable with the bug.
https://streamable.com/pf83sa
definitely feels like a case of it trying to do something then getting stuck. but it begs the question of why nothing else seems to have this issue other than the damn axe.
cause like the ice crystal and sun beams and geomancy etc, they all work just fine. even your new gauntlet thing.
I tried removing the war dance config I had on it and that didn't fix it tho. have you ever had issues with packs who also had lycanites in them? that was recently added to the pack for testing.
The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.
intriguing. well, had no mobs to test that on (and have even worse luck actually getting a naga to appear to even attempt to get one normally). but does it have some kind of indication when the backstab triggers? with the stealth mechanics of war dance I could probably test that in the main world with the lag.
You can try it in creative mode. There’s a custom sound, participle effect, and animation when it triggers.
Wait, which mod version are you using?
v1.5.23. mentioned it at the top.
Ah, my bad. It’s just that I swear I fixed that already.
Thought: would you be able to make the swings work off a configurable cooldown perhaps? like, a wide/slam every 3-5 seconds (from the finish of an already playing one) and not consuming the hand's actual swing cooldown when triggered? So I could say, combo swings between hitting normally and then using power swing/slams while waiting on hand recharge etc? (I also wish I could offhand this cause it's a rightclick function but I'm fairly sure you disabled that cause you thought it was op or something.)
This was how the weapon used to work, and the damage output was absurd. Think about it: a regular axe can deal 9 damage every full recharge. If you can deal 9 damage to all mobs in front of you between attacks, you are more than doubling the damage output.
You can’t offhand vanilla weapons, and so you can’t offhand the AoTM.
You can try it in creative mode. There’s a custom sound, participle effect, and animation when it triggers.
Oh, alrighty. will give it a shot next time I'm on then.
This was how the weapon used to work, and the damage output was absurd.
"Acceptable" for something of it's size more like. even if you make the swings etc deal half damage for being area based or something. I had to double it's listed damage in configs in hopes to make it a competitive choice for it's attack rate and size and give it good staggering power (and I guess it would be fine, once you refix that listed damage applying properly to it's swings later), cause it's a shame for it to get snubbed for just a pair of over enchanted fist/daggers from dungeon gear or something you just found in a box. :V
If you can deal 9 damage to all mobs in front of you between attacks, you are more than doubling the damage output.
oh I can deal a lot more than that to a lot more enemies, and sometimes you just need to...
https://youtu.be/QwfsXC_6gjA?t=361
You can’t offhand vanilla weapons, and so you can’t offhand the AoTM.
I mean, you can offhand the crossbow and bow with a main handed swingy weapon, and generally anything that has a rightclick function cause of how the game works but... ok, I guess. :<
You can try it in creative mode. There’s a custom sound, participle effect, and animation when it triggers.
Oh, alrighty. will give it a shot next time I'm on then.
This was how the weapon used to work, and the damage output was absurd.
"Acceptable" for something of it's size more like. even if you make the swings etc deal half damage or something. I had to double it's listed damage in hopes to make it a competitive choice for it's attack rate, cause it's a shame for it to get snubbed for just a dagger and some enchants or something. (and I guess it would be fine, once you refix that damage conversion to the swings then). :V
It’s intended as an early-mid game weapon to match the Wroughtnaut’s easier difficulty.
If you can deal 9 damage to all mobs in front of you between attacks, you are more than doubling the damage output.
oh I can deal a lot more than that to a lot more enemies, and sometimes you just need to... https://youtu.be/QwfsXC_6gjA?t=357
You seem to be forgetting that I need to balance around the vanilla game, not other mods or modpacks.
You can’t offhand vanilla weapons, and so you can’t offhand the AoTM.
I mean, you can offhand the crossbow and bow with a main handed swingy weapon, and generally anything that has a rightclick function cause of how the game works but... ok, I guess. :<
This would cause the same attack speed issues I was referring to before. You’d be able to alternatingly swing with your sword and do the AoTM cleave for an unreasonable damage output.
It occurs to me that this combat mod might be causing some interaction issues with the Axe…
You seem to be forgetting that I need to balance around the vanilla game, not other mods or modpacks.
yes. but. I dunno how many times I've seen the mod in modpacks just cause the bosses are great/it's famous. and modpack balance compared to vanilla is op at the best of times just by virtue of content mixing...
yes you can design in a vanilla styled void for balance, but I think erring on the side of powerful even if it's through some toggleable balance additions to a config helps for equipment competitiveness when it comes to being combined with other things as you more often than not will be.
From the simple "I'ma make elden ring" micro pack to the casual "I'ma throw everything together and hope it works" modpack and the well thought out progression packs etc...
It occurs to me that this combat mod might be causing some interaction issues with the Axe…
Oh, War Dance might be causing the axe to have it's damage go weird? I guess you're not observing similar issues with the axe? If thats the case I'll do a test also then bring it up with chief/jackie.
Oh interesting. Well the axe is the only one of those that requires a full vanilla weapon cooldown. It’s possible that vanilla MC does a bad job syncing that cooldown when lag is present. The naga fang dagger backstab also requires a full cooldown. So in theory that should be broken too.
Said "combat mod" dev here. I know for a fact that the naga fang dagger works, since someone showed it to me on my discord. As for wrought axe, I'm guessing something resets the cooldown too early on attack. Could be better hurt timer, perhaps, I ran into an issue with them once. I'll load up the mod in my workspace and see if I can reproduce or debug it.