Quen bugfix - Powerfull attack can penetrate spell now

⭐ — (79 endorsements) 📥 1,139 downloads 📌 v1.0 📅 5/14/2019
⚪ Last updated 2019

By Maciej Polanski · Bug Fixes

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/14/2019 📅 Created: 5/14/2019
⚠️ Install Order · 2 steps
1🧩 Script Merger — Witcher Script Merger Download ↗
2🔧 Community Patch — Community Patch - Base Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 6.9% endorsement rate — high engagement, a strong quality signal
  • 🏆 #62 of 77 Bug Fixes mods in this game by downloads

📋 About This Mod

Abstract

It seems, that ability to abuse base Quen in fight is not by design, but is a defect in Quen implementation. Because of call to "MaxF" instead of "MinF", Quen can reduce more damage than its own health is, preventing penetration. This mod fixes this, so powerful hits may penetrate Quen, even without destroying it.

I can not guarantee, that game is still balanced with this fix, but no any spare changes included. I expect some boss fight to be much harder, as Quen abuse won't work any more. But I did some smoke tests and I found game better.

Exact defect

Problem lays in file "scripts\game\gameplay\items\spells\quenEntity.ws", where we can read:

542 if(incomingDamage < parent.shieldHealth)

543   reducedDamage = incomingDamage;

545   reducedDamage = MaxF(incomingDamage, parent.shieldHealth);

The vanilla logic is as follows:

  • []If incomingDamage is smaller than shieldHealth, then reducedDamage is whole incomingDamage.

    []if incomingDamage is bigger than shieldHealth, then reducedDamage is chosen as maximum from (incomingDamage, shieldHealth), so again whole incomingDamage !

    Such code does not make any sense, always whole incomingDamage is reduced. If such reduction is developers intention, they would use only single line "reducedDamage = incomingDamage;", not "if" clause.

    Example vanilla damage processing

    Having this problem, example vanilla damage processing that I logged was:

    • []"1Hand" hits "Witcher" with SlashingDamage=1294. 89 and SilverDamage=38. 8716, so after armor resistances vitalityDamage=453. 994.

      []With vitalityDamage=453. 994 and Quen shieldHealth=200,  Quen reduces... whole 453. 994, more than shieldHealth is! This is because of incorrect comparison. Instead, Quen should reduce 200 and Witcher should suffer a 253. 994 vitality loss.

      []Then shieldHealth is drained, not by whole reducedDamage (as some players expect), but spellPower (about 1.. 3 times) reduction is applied. So reducedDamage=453. 994 divided by spellPower=1. 98 produced drainedHealth=228. Quen health (200) is drained to... -28 !

      [] It seems that original Quen should withstand numerous penetrating attacks on higher spellPower. But cannot due to bug.

      Fix

      I fixed "MaxF" to "MinF", so if incomingDamage is bigger than shi

📊 Mod Details

Game
Witcher 3 Mods
Author
Maciej Polanski
Version
1.0
Downloads
1,139
Endorsements
79
Category
Bug Fixes
Created
5/14/2019
Updated
5/14/2019

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