[1.0.3] No Range Dissipation and Beam Accelerators

Discussion in 'Bug Reports / Tech Support' started by aReclusiveMind, Aug 2, 2019.

  1. aReclusiveMind

    aReclusiveMind Developer Grand Admiral

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    Sep 24, 2016
    This was reported by Evil713 on Discord and I have confirmed.

    When used in combination with beam accelerators, no range dissipation does not appear to completely eliminate the range dissipation as intended.

    Here is a basic laser.
    Damage is 1-4

    isg_laser_1.jpg



    Here is a laser with 3 x helium-3 and beam accelerators
    Damage is 1-6
    (Note this is +2 damage. I assume it is taking the max * 1.2 and rounding up? 0.6 * 2 = 1.2 = 2 extra damage?)

    isg_laser_3.jpg



    Here is a laser without any helium-3 and no range dissipation:
    Damage is 4-4

    isg_laser_2.jpg


    Here is a laser with 3 x helium-3 and range dissipation
    Damage is 4-6
    The minimum != the modified maximum, leaving a range dissipation effect that should not exist.
    This is where the issue seems to be.

    isg_laser_4.jpg
     
    • Helpful Helpful x 2
  2. Adam Solo

    Adam Solo Developer Administrator Grand Admiral

    Posts:
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    Sep 9, 2016
    Thanks for the detailed bug report.

    Yes, the no-range dissipation modifier should present the same value for the minimum and maximum values. We'll fix this in a future update, thanks.
     

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