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Old 07-14-2009, 01:06 AM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by AndMetal View Post
most mitigation is currently calculated as a chance to avoid a hit rather than a reduction in damage.
That's the main issue. The biggest problem about just correcting it into the code (not the hardest thing to do, would just take some time to go through it all) is it would cause some balance issues with pretty much every encounter on every server. I originally came across this when I was working on spells & AAs a while back.

After digging, here's the original posts where I brought this up: http://www.eqemulator.net/forums/sho...434#post157849 & http://www.eqemulator.net/forums/sho...434#post158441

Honestly, I think we may either need to set a define, or possibly create a new branch in SVN, if/when we start correcting mitigation, which I may do once I start getting back into the AA stuff (since there are several avoidance & mitigation AAs). That way, we have the corrections in place, but we don't break everyone's content until everyone is ready for the change.
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