Difference between revisions of "Three-Rune Blade"
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'''{{Patch name|3|1|2012}}''' | '''{{Patch name|3|1|2012}}''' | ||
* Added missing forces for Three-Rune Blade. | * Added missing forces for Three-Rune Blade. | ||
+ | |||
+ | == Bugs == | ||
+ | * The user receives no self-damage and self-bleed on miss if the weapon is swung while very close to an enemy. | ||
+ | ** When a player swings a melee weapon, the game saves a list of living enemy players that are within a radius of 57.6 units. When the melee attack misses, the game loops through the list to check if any of the players are still alive. If none of them are, then the attack is considered a "clean miss". A clean miss with the Boston Basher applies self-damage to the user. | ||
+ | ** The intended behaviour, according to developer comments, was to prevent the user from being punished if a swing misses because the intended target was killed by a teammate by looking for potential targets at the start of the swing and checking if all of them are dead by the end of the swing.<ref>game/shared/tf/tf_weaponbase_melee.cpp:<div> | ||
+ | // Remember if there are potential targets when we start our swing. | ||
+ | // If there are, the player is exempt from taking "hurt self on miss" damage | ||
+ | // if ALL of these players have died when our swing has finished, and we didn't hit. | ||
+ | // This guards against me performing a "good" swing and being punished by a friend | ||
+ | // killing my target "out from under me". | ||
+ | </div></ref><ref>game/shared/tf/tf_weaponbase_melee.cpp:<div> | ||
+ | // if ALL of my potential targets have been killed by someone else between the | ||
+ | // time I started my swing and the time my swing would have landed, don't | ||
+ | // punish me for it. | ||
+ | </div></ref> However, the game actually checks if the potential targets are alive instead of if they're dead. | ||
== Gallery == | == Gallery == |
Revision as of 12:47, 4 July 2020
“ | Man, your skull's so soft you're makin' this easy!
Click to listen
— The Scout on sword deaths
|
” |
The Three-Rune Blade is a promotional melee weapon for the Scout. It is an ornate silver sword with a curved cross guard, a worn brown grip, and a pommel in the shape of a wolf's head.
This weapon functions identically to the Boston Basher.
The Three-Rune Blade was awarded in Genuine quality to players who pre-ordered The Witcher 2 on Steam before May 17, 2011.
Contents
Damage and function times
See also: Damage
Identical to: Boston Basher
Damage and function times | ||
---|---|---|
Damage type | Melee | |
Ranged or Melee damage? | Melee | |
Damage | ||
Base damage | 100% | 35 |
Critical | 105 | |
Mini-crit | 47 | |
Bleeding | 8 / s 40 total | |
Bleeding (mini-crit) | 10 / s 50 total | |
Self-damage | 18 + bleeding 58 total | |
Function times | ||
Attack interval | 0.5 s | |
Bleeding duration | 5 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
See also: Crafting
Blueprint
Class Token - Scout | Slot Token - Melee | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
|
Update history
- [Undocumented] The Three-Rune Blade was added to the game.
- Fixed the Three-Rune Blade crashing a server when equipped.
May 15, 2011 Patch
- [Item schema update] The Three-Rune Blade now uses the Eyelander sound effects.
- Added community contributed response rules to the Three-Rune Blade.
- Updated the Three-Rune Blade's kill icon; the weapon now faces the victim.
- Added missing forces for Three-Rune Blade.
Bugs
- The user receives no self-damage and self-bleed on miss if the weapon is swung while very close to an enemy.
- When a player swings a melee weapon, the game saves a list of living enemy players that are within a radius of 57.6 units. When the melee attack misses, the game loops through the list to check if any of the players are still alive. If none of them are, then the attack is considered a "clean miss". A clean miss with the Boston Basher applies self-damage to the user.
- The intended behaviour, according to developer comments, was to prevent the user from being punished if a swing misses because the intended target was killed by a teammate by looking for potential targets at the start of the swing and checking if all of them are dead by the end of the swing.[1][2] However, the game actually checks if the potential targets are alive instead of if they're dead.
Gallery
See also
|
- ↑ game/shared/tf/tf_weaponbase_melee.cpp:
// Remember if there are potential targets when we start our swing. // If there are, the player is exempt from taking "hurt self on miss" damage // if ALL of these players have died when our swing has finished, and we didn't hit. // This guards against me performing a "good" swing and being punished by a friend // killing my target "out from under me".
- ↑ game/shared/tf/tf_weaponbase_melee.cpp:
// if ALL of my potential targets have been killed by someone else between the // time I started my swing and the time my swing would have landed, don't // punish me for it.