2 Hand Damage Bonus
This formula works for all the 2 handers that I have tested. It should work up to level 80. As for it's implementation into C++, It should work, I have never worked with C++ before so if there is a better way to do it. Let me know. This would go in attack.cpp in zone. Any thoughts/input appreciated.
Code:
if (Weapon->Delay <=27) |
Doesn't there need to be 2 different formulas? I thought that 1 handed vs 2 handed weapons have different damage bonus formulas. At least I remember on live when they were first adding damage bonuses that 2 handers were supposed to get a much better damage bonus than 1 handers to help balance dps from them.
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IMHo the whole dmg bonus thing was ridiculus atempt to biff up 2handers
they simply should have given 2handres better ratios than 2x one handers of same speed. so if you have a pair of 10 dmg 30 dly swords an equal 2hander should be 20+ dmg 30 dly (preferably 22+ dmg) no need to have dmg bonuses at all. specialy on both - 1handers and 1handers |
The emulator tries to simulate live as closely as possible, so it isn't an debate if they will have damage bonus or not, it is a debate on the exact equations to calculate it :P
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Yes, there is a 1handed bonus, which we already have calculated correctly in the file. The whole finished product would resemble....
Replacing lines 1935 through 1971 Code:
int Mob::GetWeaponDamageBonus(const Item_Struct* Weapon) |
I see no harm in merging this into TGC when it comes back up. The worst that can happen is 2H players will own until I pull it out. Thanks Reno, nice to see you here! The only thing I am going to change is adding a 2H check to your changes, otherwise all weapons will return true and get the 2H bonus.
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Yes, I broke down and went to the EQEmu boards! I couldn't remember my login it's been so long, had to make a new account. I am testing it right now CD, Give me a bit and I'll let ya know how it works out...
As for the the 2h check, I assumed taht the previous 1h check would suffice to weed out the 1 hander's and saw no need for extra code, if avoidable. |
You're right, it returns BasicBonus; so 1 handers won't check the delay statements. I just always like to make absolutely sure what we want to happen does happen.
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Understandable, I'll see how it works out. I have a feeling I need to change the order that Damage Bonus is applied within the combat routine also, as it should be un-affected by AC and it currently is, I think.
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You forgot to define delayint and levelint. Just add:
int delayint; int levelint; before your first if statement. |
Aye, I tried to define them as they became needed. I see now, this wouldn't work. I'll have a revised tested version shortly here.
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Ok, I have it tested and working, but I had to comment out part of the existing code, and I am not sure what it does.... Someone care to fill me in?
Code:
if (Weapon->ItemClass == ItemClassCommon) Code:
int Mob::GetWeaponDamageBonus(const Item_Struct* Weapon) |
Note: The formula for delay's UNDER 42 and ABOVE 28 is off. I will work on this one next
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in eq_constants.h
Code:
/* Code:
if ((Weapon->ItemClass == ItemClassCommon) && ((Weapon->ItemType == ItemType1HS) || (Weapon->ItemType == ItemTypePierce) || (Weapon->ItemType == ItemType1HB))) |
The problem was with the fact that, no matter what weapon I was wielding.
Code:
if (Weapon->ItemClass == ItemClassCommon) |
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