Critical Spell casting Rule
we allready have Rule for Client and NPC critical melee - why not spell casting?
I recomend we add it we will need CriticalSpellChance for NPC, general Client, and separatetly for Wizards I guess |
Much indeed
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Here's the spell crit code:
zone/effects.cpp, around line 95 in Client::GetActSpellDamage() Code:
if(tt != ST_Self) { Code:
if(tt != ST_Self) { |
you are the coder AndMetal :D
You are our only hope :cool: |
Cool hope this gets implented
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I think it was already implemented in rev127 of the SVN.
http://code.google.com/p/projecteqemu/updates/list |
well some of us stil waiting for OFFICIAL release posted at download section =)
its been a while but anyway I thank Addmetal for puting in the code on such short notice =) |
ok i have looked at changelog and have few questions.
AndMetal: New rules for tweaking spell crits: Spells:BaseCritChance(0), Spells:BaseCritRatio(0), Spells:WizCritLevel(12), Spells:WizCritChance(7), Spells:WizCritRatio(15) What the difirence bewten Ratio and Chance? also dose Base only applies only to client (players) or NPCs too? |
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Ratio: % of additional damage (100% = 2x damage) Quote:
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the reason I asked is cuase there is a melee critical for mobs in Rules which works rather nicely |
I think the big question here is, do mobs crit spells on Live? I don't remember them critting, but it may have changed. If not, I'm sure this would do well as custom code.
Looking into the code, GetActSpellDamage is a virtual function already defined in zone/mob.h in the Mob class, and just returns the damage passed to it, unmodified, by default. That means we just need to add the function for NPCs somewhere (probably also in zone/effects.cpp & declared in zone/npc.h). |
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with spell it was even greater mistery. For a very long time you did not even know how much you been nuked for (you would simply see a message like - "you are bathed in fire" and no dmg was specified), and considering that critical doubles dmg done (unlike other games like say WoW where critical automaticly outputs Max dmg posible and then doubles it) - its prety much imposible to check unless due to chance you get nuked for some ungoodly ammount of damage Personaly I don't realy concern with it. I am simply coming from bases that if Mobs Melee Critical was put it - I don't see a reason not to put in mob spell critical :cool: |
Did this ever make it into the CVS? I was trying to look through it and figure out why it's not working on my server. Doesn't appear to be there but I have the rules for it in my DB.
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OK I didn't look very well, it is in the source actually. It doesn't work on my server at all though.
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You need to be downloading the newer versions of the emu code from the new SVN here:
http://code.google.com/p/projecteqemu/ |
Thats what I'm using. I compiled rev 212 yesterday.
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My settings in the rules table.
Spells:BaseCritChance 10 Spells:BaseCritRatio 15 I just made a lvl 51 Druid, no aa's or anything and spammed the spell Burn on a mob in hate about 100 times. Not a single crit using rev 212 :( |
No class except wizards should have spell crits without AAs. Likewise, no class except warriors should have melee crits without AAs.
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Er, yeah. Sorry. Forgot this was a rule for customization's sake. You're right, from how I understand the code to work, it should be firing for you then.
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Are they set for the correct rule_set? Also, are you running SVN Rev 127 or higher? |
I have revision 215 currently, let me make a shaman and cast over and over and see how it goes and post back :)
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Regardless of what I enter into the fields:
Spells:WizCritLevel Spells:WizCritChance Spells:WizCritRatio It makes no difference. Above someone mentioned the rule_sets and I'm curious what I have to modify to get these values to work. |
Here is a list straight from the source with all current rules:
http://code.google.com/p/projecteqem...on/ruletypes.h Those are included there, so they should be working. Make sure you are using the rules that you set them to. I think by default they are set to 0, but I am not sure what your default ruleset is set to. Mine are are set to 1 when I want to activate them, otherwise, it uses the defaults as seen in that ruletypes.h file. |
Thanks for the reply Trevius, I greatly appreciate it.
All the values for rulesets under rule_values were set to 1 by default with my database. The only thing that works for spell crits is base chance, that's it. Changing values for BaseCritRatio, WizCritLevel, WizCritChance, or WizCritRatio do nothing, with their rulesets all set to 1. However I did manage to get WizCritChance to work AFTER I went into the code with that link you provided me. I changed the hard coded WizCritChance to a value of 100. After doing that it allowed me to adjust the values on the database itself as though it were working as normal. 5% on the database = 5% chance to crit for my Test Wizard. However I would have liked to have all of them working (I'm still unable to get WizCritRatio to do anything) because I want Wizards to have a slightly superior DD structure for my server. I'm unsure why the change to the hard coding allows me to adjust the WizCritChance in rule_values now but it does... Your guess is as good as mine. Have you double checked that adjusting WizCritRatio works on your server? EDIT Also, is there a hard cap on spell crit from focus? I'm guessing 6 is a hard cap. All of the data I've seen in the spells_new file is 6% tops for any spell crit modifiers. |
No, I don't mess with those rules on Storm Haven, so I don't know, sorry.
Make sure that if you are changing rules, that you are reloading the rules or restarting your server. They do not allow changes in real-time unless you do a "#rules reload". |
I'm aware that those kinds of changes don't take effect unless you restart the server, and I restart the server every time I make changes to rules.
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