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-   -   Min_dmg when wielding a weapon (https://www.eqemulator.org/forums/showthread.php?t=36218)

NatedogEZ 01-06-2013 06:07 AM

Min_dmg when wielding a weapon
 
This may be "Live like" - if so ignore this!

But when wielding a weapon that has a high amount of damage lets say

Base damage Weapon 60,000

As a Warrior I am getting minimum hits for 16 -- and minimun crits for (51)

Then getting max hits for 200,000++ and max criticals for (800,000)+


The minimun hit seems to not be calculating the fact that you are even wearing a weapon at all?

Anyone else notice this with high damage weapons?


(From attack.cpp)
Code:

        if(weapon_damage > 0){

                //Berserker Berserk damage bonus
                if(berserk && GetClass() == BERSERKER){
                        int bonus = 3 + GetLevel()/10;                //unverified
                        weapon_damage = weapon_damage * (100+bonus) / 100;
                        mlog(COMBAT__DAMAGE, "Berserker damage bonus increases DMG to %d", weapon_damage);
                }

                //try a finishing blow.. if successful end the attack
                if(TryFinishingBlow(other, skillinuse))
                        return (true);

                int min_hit = 1;
                int max_hit = (2*weapon_damage*GetDamageTable(skillinuse)) / 100;

                if(GetLevel() < 10 && max_hit > 20)
                        max_hit = (RuleI(Combat, HitCapPre10));
                else if(GetLevel() < 20 && max_hit > 40)
                        max_hit = (RuleI(Combat, HitCapPre20));


lerxst2112 01-06-2013 08:13 AM

From what I remember it's pretty much live like. I haven't parsed on live recently, but I'm pretty sure you can hit for 1 plus the damage bonus of the weapon.

I didn't look too hard at the emu code, but it looks like you do when the amount of mitigated damage you would have done was less than the min. To raise the min, raise the damage bonus on the weapon.

NatedogEZ 01-06-2013 08:43 AM

Only way to raise damage bonus is increase delay or base damage though isnt it?

ghanja 01-06-2013 04:58 PM

http://www.eqemulator.org/forums/sho...t=damage+bonus

http://www.eqemulator.org/forums/sho...t=damage+bonus

lerxst2112 01-06-2013 10:29 PM

I thought it was an actual field in the db, not calculated, so it could be raised with a db tweak. Silly me. :)


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