[BUG] Saber sometimes does no damage
barnabywalters opened this issue · 5 comments
Describe the bug
Occasionally when attacking mobs with a steel saber (not yet tested with other materials), it does no damage to them. This appears to only be temporary, and sometimes I was able to reset it by dropping and picking up the saber again. I was able to damage mobs with other weapons (usually shield bash). I experienced it most often with skeleton warriors, but think I also saw it happen with treasure slimes and goblin scavengers.
To Reproduce
- Wield a steel saber
- Attack a mob (e.g. skeleton warrior)
- Observe that you’ve inflicted no damage on them
Expected behavior
Saber should do damage
Screenshots
If this happens again, I’ll try to take a screenshot of it
Modpack Version
3.1.1a
Server or singleplayer
Singleplayer
Version the world was created on:
3.1.1a
Other...
No response
Additional context
No response
Skeleton warriors can debuff you with Weakness. The problem is, Weakness is bugged it self. It is supposed to weaken you (lose like 20% of damage output I think?) not lose 100% damage output.
Interesting, that could be the case. There were definitely times when my sabre did no damage but I was able to to kill the mob with shield bash (holding block, pressing attack), which made me think it had something to do with the sabre itself.
That’s what I did in the original example, using shield bash to demonstrate that the problem was with the saber. IMO the obvious solution would be to adjust the weakness effect so that the minimum damage it’s possible to do is 1 (or to apply the weakness modifier after damage multipliers, rather than to the base damage), but presumably the code for that is in another mod which the RotN team can’t easily override.
This issue is noticeable with pretty much all low-damage + high-multiplier weapons, rapier included. The problem is that those weapons mostly rely on their multipliers to up their damage, however weakness will cause your already low base damage to become zero, and multiplying by zero unfortunately makes the weapon altogether unusable
I'm not sure if there will ever be a fix to this, but for the moment you could consider having a higher damage side-weapon with no multipliers, to use when you're afflicted with weakness