View Single Post
  #8  
Old 01-27-2015, 02:01 PM
Hateborne
Hill Giant
 
Join Date: May 2010
Posts: 125
Thumbs up

Quote:
Originally Posted by Kayen View Post
At some point a custom server has to take responsibility for what it sets as values for things.

Given all things are relative there is no logical reason to have numbers that high.
I'll be sure to tell Hunter the next time I see him that his custom damage and HP values are too high.

Rude comments aside, I am trying to take responsibility and bring up things I find as potential bugs or awkwardly scaling. This scaled so high because another augment was in my test gear that I was unaware of that added an additional 500% via FcDamagePctCrit (302) which was causing the explosive scaling, which created the potential for -2,700,000,000 in the formula on line 99 in effects.cpp (as shown below). Without the extra 500%, it scaled normally (without code changes) and gave appropriate values.

Code:
value += int(value_BaseEffect*GetFocusEffect(focusFcDamagePctCrit, spell_id)/100)*ratio/100;
value += int(-2250000 * 500 / 100) * 240 / 100;

Thanks to those that contributed and this thread can be closed/locked/marked-as-resolved/etc.


-Hate
Reply With Quote