Atribute of 'Strong'

Sodslaw

Ol' Phart
Dedicated Member
Jul 13, 2010
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Suffolk
In my travels about Mir, have come across stuff with the atribute of ' Strong ' . Have assumed this was to do with Durability
but am not sure.
Advice please.
 

Piff1

Legend
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Apr 17, 2015
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Your correct it makes the dura on all your items drop at a slower pace.
 

Pete107

🐑[E]dens-[E]lite🐑
Developer
Dec 10, 2003
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Fun fact, all items minus weapons will only require 1 strong to half the dura loss while weapons require 3 to reduce it by a third.


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Sodslaw

Ol' Phart
Dedicated Member
Jul 13, 2010
65
2
35
Suffolk
Thank you.
Now off to find a Pickaxe with +Strong !
( Now that would be handy . Perhaps Mobs in mines could drop them ?
 

jaffar91

Dedicated Member
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Apr 10, 2011
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I've always been annoyed at getting items drop with Strong, I feel like I'm robbed of an attack speed or damage stat xD
 

Sanjian

Just a Mir2 Fan
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Apr 28, 2011
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Fun fact, all items minus weapons will only require 1 strong to half the dura loss while weapons require 3 to reduce it by a third.


Sent from my iPhone using Tapatalk

hey pete i was looking into this because on default crystal i believe its different, i cant see anyhting in the source that uses strong for weapon dura loss?

could you point me in the right direction please?

the only instance of swtrong being used that i could find is here

Code:
        private void DamageItem(UserItem item, int amount, bool isChanged = false)
        {
            if (item == null || item.CurrentDura == 0 || item.Info.Type == ItemType.Amulet) return;
            if ((item.WeddingRing == Info.Married) && (Info.Equipment[(int)EquipmentSlot.RingL].UniqueID == item.UniqueID)) return;
            if (item.Info.Strong > 0) amount = Math.Max(1, amount - item.Info.Strong);
            item.CurrentDura = (ushort)Math.Max(ushort.MinValue, item.CurrentDura - amount);
            item.DuraChanged = true;

            if (item.CurrentDura > 0 && isChanged != true) return;
            Enqueue(new S.DuraChanged { UniqueID = item.UniqueID, CurrentDura = item.CurrentDura });

            item.DuraChanged = false;
            RefreshStats();
        }

in fact theres no mention of strong in the DamageWeapon

Code:
        public void DamageWeapon()
        {
            if (!NoDuraLoss)
                DamageItem(Info.Equipment[(int)EquipmentSlot.Weapon], Envir.Random.Next(4) + 1);
        }
 

Pete107

🐑[E]dens-[E]lite🐑
Developer
Dec 10, 2003
2,905
393
375
Todmorden, West Yorkshire
hey pete i was looking into this because on default crystal i believe its different, i cant see anyhting in the source that uses strong for weapon dura loss?

could you point me in the right location please?

Code:
        private void DamageItem(UserItem item, int amount, bool isChanged = false)
        {
            if (item == null || item.CurrentDura == 0 || item.Info.Type == ItemType.Amulet) return;
            if ((item.WeddingRing == Info.Married) && (Info.Equipment[(int)EquipmentSlot.RingL].UniqueID == item.UniqueID)) return;
            if (item.Info.Strong > 0) amount = Math.Max(1, amount - item.Info.Strong);
            item.CurrentDura = (ushort)Math.Max(ushort.MinValue, item.CurrentDura - amount);
            item.DuraChanged = true;

            if (item.CurrentDura > 0 && isChanged != true) return;
            Enqueue(new S.DuraChanged { UniqueID = item.UniqueID, CurrentDura = item.CurrentDura });

            item.DuraChanged = false;
            RefreshStats();
        }