Power Sword feels Great Again!

it looks like you lost the buff when you sprinted or something, but its not consistent, i did a lot of testing when sprinting into heavy or lights, and it behaves pretty much the same (in the psykanium)

the main issue is that Power Cycler buff behaves like Decimator, when it should behave like Headtaker with limited amount of charges

immagine
@omar_uav this instance is not wrong, you didn’t loose your buff when getting hit in both your cases

you lost your buff for ‘‘other misterious reasons’’

its a discriminatory behavior as far as I’m concerned because all other cases of chains do not break on hit anymore. doesn’t make sense why they would, but whatever we might have some posters come back and complain about the power sword if they did anything about this stupid hiccup.

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That would be more logical, but it wouldn’t surprise me if FS deemed it “intended”, if they were aware of it.

Again,from what I’m seeing, it’s not the +1 yellow tuf disappearing and OverShield (OS) breaking that appears to be issue, it’s the shifting thresholds. OS doesn’t need to break, just active tuf vs max (base+OS) being reduced to where it deactivates Iron Will, w/ some yellow tuf like in the pic I posted earlier. I’ll look at the coda later…

Hmm, try with this? @Antilus too

Guarantee special action and reload action when the player try to perform them in the middle of certain animations

IDK if it works w/ power weapons, it should ?

It doesn’t seem to be deactivation on stun, it seem to not be properly activating in the first place (or always was this way?).

I dont have this problem, i hardly ever get this instance

what i always get is my power cycler buff wearing off before its due, meaning i always manage to land my first strike after the special action, therefore this mod won’t help me

what i call stun is when you get hit multiple times in melee
what i call light stagger is when you get hit with your thougness bar pretty much full
then there is displacement, like when being hit by monsters or barrels

Also it behaves differently depending of when you get hit during your attack

if you get hit while you are already at the middle of your attack animation it almost never deactivates

and all this has been going on since before patch 8, back when you could do 7 swings

the good times

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Its not perfect I agree, but it really is a great weapon again.

Its actually usable now.
It was one of my faves before the change and I stopped using it completely after the change, now its one of my faves again.

Just to add, Iv tried the Paul and its actually usable now.

Internally it’s still “stun”, if a poxwalker hits you it’s still a stun and that was the issue for 6 months because of the stupidly missing lua flag, that’s why on Zelaot Thy Wrath be Swift offered full time protection.

Monsters and barrels have a catapult which IIRC always deactivates.

right, i know nothing of the actual nomenclature so you must bare with me

the point is that noone of those instances should deactivate your sword, the only 2 conditions should be the timer and the charges

Seem they changed and added stuff to the set_wielded_weapon_weapon_special_active function which controlled it, I’ll take a look and update my test mod.
But at a glance in the grinder, the stun deactivation does appear to be working as it should have. Again, I think the issue might be on the other end, the activation. I’ll take a deeper look later.

19:25:20        3.1923076923076925      set_wielded_weapon_weapon_special_active        true    manual_toggle
19:25:20        3.9230769230769234      set_wielded_weapon_weapon_special_active        false   stunned
19:25:23        6.134615384615385       set_wielded_weapon_weapon_special_active        false   started_sprint
19:25:23        6.1923076923076925      set_wielded_weapon_weapon_special_active        false   active_duration_end
19:25:23        POWER OFF       active_duration_end
19:25:23        6.6538461538461542      set_wielded_weapon_weapon_special_active        true    manual_toggle
19:25:23        6.7307692307692308      set_wielded_weapon_weapon_special_active        false   stunned
19:25:25        8.4423076923076934      set_wielded_weapon_weapon_special_active        false   stunned
19:25:26        9.25    set_wielded_weapon_weapon_special_active        true    manual_toggle
19:25:29        12.25   set_wielded_weapon_weapon_special_active        false   active_duration_end
19:25:29        POWER OFF       active_duration_end
19:25:33        16.05769230769231       set_wielded_weapon_weapon_special_active        true    manual_toggle
19:25:33        16.423076923076923      set_wielded_weapon_weapon_special_active        false   stunned
19:25:34        17.923076923076923      set_wielded_weapon_weapon_special_active        true    manual_toggle
19:25:35        18.26923076923077       set_wielded_weapon_weapon_special_active        false   stunned
19:25:36        19.78846153846154       set_wielded_weapon_weapon_special_active        true    manual_toggle
19:25:37        20.423076923076923      set_wielded_weapon_weapon_special_active        false   stunned
19:25:39        22.096153846153847      set_wielded_weapon_weapon_special_active        false   stunned
19:25:39        22.78846153846154       set_wielded_weapon_weapon_special_active        false   active_duration_end
19:25:39        POWER OFF       active_duration_end
19:25:42        25.115384615384617      set_wielded_weapon_weapon_special_active        false   stunned
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am still using the same PS III from the beta, just got a 380 score back in April 2023. and still using it.
I barely change my loadout, all I can say hope PS gets back to what it was, saw your post was hyped to play the game again, now back into hibernation. :smiling_face_with_sunglasses:

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I have an old one, maybe need new one?
image

it still do deactivate on stun or block.

+16 to +17 kill counter, PS was disabled, although i should have 1+hit if the attack got disabled by heavy attack count as used charge.

You got hit after landing the first attack in this case

Its not your special activation that gets nullified, its Power Cycler blessing buff that disappears

immagine

this

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Yes, in second video , the hit nullfied all power cycler blessing.

but in first video, it didnt even activate.

^

21:06:09        433.82692307692309      _special_active false   stunned
21:06:10        434.98076923076928      _special_active true    manual_toggle
21:06:11        435.38461538461542      _special_active false   stunned
21:06:12        436.67307692307696      _special_active false   started_sprint
21:06:12        436.90384615384619      _special_active false   num_activations
21:06:12        POWER OFF       num_activations

Which was triggered in scripts/utilities/weapon_special.lua by :

local num_activations = tweak_data.num_activations and tweak_data.num_activations + stat_buffs[stat_buff_types.weapon_special_max_activations]
	local current_num_activations = inventory_slot_component.num_special_charges

	if was_special_active and num_activations and num_activations <= current_num_activations then
		weapon_extension:set_wielded_weapon_weapon_special_active(t, false, "num_activations")
	end

Here’s a plague ogryn charge, “catapulted”:

21:13:02        846.11538461538464      _special_active true    manual_toggle
21:13:04        848.30769230769238      _special_active false   catapulted
21:13:04        POWER OFF       catapulted

It does seem like there’s a weird little flinch, animation cancel when hit in raid succession that prevents activation in the first place sometimes(w/ guarantee mods off). Was it always like that before? It’s been so long.
Gonna have to look at it later…
Notice sound and animation but no buff icon at t=10s? Other times there’s a quick flinch and nada.

IIRC I always blocked/pushed/dodge to activate in the past, not facetanking hits.

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I tried the mod, and the only difference is that now i’m able to get an activation while i’m getting clobbered by mobs, to the point it feels like cheating to me (in a good way)

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disney-liloandstitch

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