Unconfirmed Bug Focus Attack is not OSI-accurate with Splintering Weapon

olokobisho

Newbie III
Client used - If not applicable put N/A
N/A
Player Name - If not applicable put N/A
N/A
Location In-game - If not applicable put N/A
N/A
According to the official Ultima Online description of Focus Attack:

"Increases both your damage and the percentage chance for 'hit' properties on your weapon for one attack."

Since Splintering Weapon is considered a Hit Property, it should also receive the increased activation chance from Focus Attack.

I tested this on the OSI Test Center using a character with Ninjitsu to verify whether Focus Attack increases the chance for Splintering Weapon to trigger. As expected, it does. The activation chance increases based on the character's Ninjitsu skill level.

Currently, this interaction does not appear to be working correctly, making Focus Attack's behavior inconsistent with OSI.

HERITAGE - WITHOUT FOCUS ATTACK​
HERITAGE - WITH FOCUS ATTACK​
1782481109770.png 1782481130135.png


OSI - WITHOUT FOCUS ATTACK​
OSI - WITH FOCUS ATTACK​
1782481323021.png 1782481341212.png
 
OP
olokobisho

olokobisho

Newbie III
I also checked the TrueUO source code, and I think I found why this is happening.

Focus Attack itself doesn't decide which weapon properties receive the bonus. It only returns a multiplier through GetPropertyBonus(), based on the attacker's Ninjitsu skill.

public override double GetPropertyBonus(Mobile attacker)
{
double ninjitsu = attacker.Skills[SkillName.Ninjitsu].Value;

double bonus = (ninjitsu * ninjitsu) / 43636;

return 1.0 + (bonus * 3 + 0.01);
}
In BaseWeapon.cs, this multiplier is stored in propertyBonus:

double propertyBonus = move == null ? 1.0 : move.GetPropertyBonus(attacker);

The standard Hit Properties all use this multiplier when calculating their activation chance. For example:

int lightningChance =
(int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLightning) * propertyBonus);

int fireballChance =
(int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireball) * propertyBonus);

int harmChance =
(int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitHarm) * propertyBonus);

int magicArrowChance =
(int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitMagicArrow) * propertyBonus);

However, Splintering Weapon is handled separately. Its activation chance is checked directly against its base value:

if (m_AosWeaponAttributes.SplinteringWeapon > 0 &&
m_AosWeaponAttributes.SplinteringWeapon > Utility.Random(100))
{
if (SplinteringWeaponContext.CheckHit(attacker, defender, a, this))
splintering = true;
}

Unlike the other Hit Properties, this check never uses propertyBonus.


 

Dan

Staff Member
Administrator
Game Master
According to the official Ultima Online description of Focus Attack:



Since Splintering Weapon is considered a Hit Property, it should also receive the increased activation chance from Focus Attack.

I tested this on the OSI Test Center using a character with Ninjitsu to verify whether Focus Attack increases the chance for Splintering Weapon to trigger. As expected, it does. The activation chance increases based on the character's Ninjitsu skill level.

Currently, this interaction does not appear to be working correctly, making Focus Attack's behavior inconsistent with OSI.

HERITAGE - WITHOUT FOCUS ATTACK​
HERITAGE - WITH FOCUS ATTACK​
View attachment 5401 View attachment 5402


OSI - WITHOUT FOCUS ATTACK​
OSI - WITH FOCUS ATTACK​
View attachment 5403 View attachment 5404
Uh oh +you get extra di on heritage compared to osi xD

Is that based on one weapon being a Hammer Pick and the other being a Double Bladed Staff?
 

Dan

Staff Member
Administrator
Game Master
I am not quite seeing what you mean based on those images? I see 13 - 17 regardless of focus. That could be based on that weapon type or other factors, based on their Heritage character vs TC. Testing with the same weapon on both would be most helpful.
 
OP
olokobisho

olokobisho

Newbie III
I think there may have been a misunderstanding. The screenshots were not intended to demonstrate the damage difference between the two weapons.

You can see this in the attached screenshot. The weapon already has Damage Increase on it, but activating Focus Attack does not increase either the displayed Damage Increase or the weapon damage. I also included my character stats beside the weapon so it's clear that none of those values change when Focus Attack is activated.

OSI - WITHOUT FOCUS ATTACKOSI - WITH FOCUS ATTACK
1782601114774.png1782601129969.png

That said, proving the actual damage increase is more complicated, since the damage dealt can vary due to several factors. Even so, it is noticeable that my damage increases when I activate Focus Attack and hit a monster on OSI. I just can't say exactly what percentage of the increase comes from Focus Attack.

For that reason, I don't think the screenshots are useful for proving the damage bonus itself. My main point is still the Splintering Weapon interaction, which is based on both my in-game testing and the way the code handles Hit Properties.
 
  • Like
Reactions: Dan

PLAY NOW

Heritage

Address
play.trueuo.com
Port
2593
Uptime
7 hours
Players Online
17
Houses
878
Vendors
276
Gold
5,518,947,046gp
Top Bottom