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  #1  
Old 02-20-2009, 02:01 PM
thepoetwarrior
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Question Help with Attack

Also since updating from 1129 to current revision, some players appear to be bugged and unable to hit mobs, yet mobs hit them for full damage.

Does ChanceToHitDividedBy affect mob chance or player chance? Or both?

Any help with bugged chars. Its a few days now of tweaking with players complaining about the new source code making our server completely unplayable.
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  #2  
Old 02-21-2009, 03:31 AM
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trevius
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Just try replacing that line of code that I posted in the other thread. It keeps my melee running perfectly still. When that other change was put in, it wasn't done very well imo. I just don't have time to really do it the right way and test it enough and then adjust all of my content to be balanced again. One of the main issues is that the Evasive discipline is multiplied by 10 before it goes into the hitchance equation and I don't think they took that into account. So, if someone hits evasive, they get insanely high avoidance up to 100%. And, even if you adjust the rule for that part, the extra 10 multiplier on evasive causes avoidance stats to be unbalanced.

Really, the solution should be pretty simple in that we just remove the 10X multiplier on the spell effect for evasive. I see no reason for it to be there in the first place.

Really, unless you just replace that line that I posted, you will have to redo almost all of your content for it to be balanced again. Other than that, I would recommend leaving those other new hitchance rules at their default values. Ideally, the best way would be to actually adjust your content and play with the rules until they feel right. But, if you don't have the time to do that properly, simply replacing that one line will get things back to normal for you.
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  #3  
Old 02-21-2009, 04:27 AM
KLS
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The reason we mult by 10 is so it's compatible with the item bonuses, which is clearly labeled in the comments right by it. You can either multiply it by 10 in the bonuses or in the combat code, either way it has to get done to combine them in one call but bonuses are called much less frequently than combat typically so it makes sense to put them in bonuses.

The problem was until recently it was divided by 100 instead of the 1250.. tho I'm not sure where the extra 250 is supposed to be coming from it should be 1000. So avoidance was 10x more powerful than it was supposed to be. Coupled with the fact that the hit chance calculation goes kinda low atm it's just a mess.

You take item avoidance where 10 = 1% and you take spell avoidance where 1 = 1%

Say you have capped avoidance at 100 and have evasive running at a 65% chance to be hit.

Code:
100 + (50 * 10)
100 + 500
600

65 - ((600 * 65) / 1000)
65 - (39000 / 1000)
65 - 39

26% chance to hit
That's how it should work but not how it was working which was more like:

Code:
100 + (50 * 10)
100 + 500
600

65 - ((600 * 65) / 100)
65 - (39000 / 100)
65 - 390

-325 < 5
5 % chance to hit
As to the original question: it will affect both but players are far more likely to have avoidance mods than npcs.
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  #4  
Old 02-22-2009, 03:13 AM
thepoetwarrior
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I played with ChanceToHitDividedBy values, and most of the players were doing good, but a few players claimed they couldn't hit mobs when they could hit them before. I watched and verified. So finally I decided to use Trevius quick fix and changed

chancetohit -= ((bonus * chancetohit) / RuleI(Combat, ChanceToHitDivideBy));

to

chancetohit -= (bonus) / 10;

and now the users are very happy.

Would probably take a lot of work to re-balance the whole custom database. Thanks for the help guys.
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  #5  
Old 02-22-2009, 12:56 PM
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cavedude
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Quote:
Originally Posted by thepoetwarrior View Post
I played with ChanceToHitDividedBy values, and most of the players were doing good, but a few players claimed they couldn't hit mobs when they could hit them before. I watched and verified. So finally I decided to use Trevius quick fix and changed

chancetohit -= ((bonus * chancetohit) / RuleI(Combat, ChanceToHitDivideBy));

to

chancetohit -= (bonus) / 10;

and now the users are very happy.

Would probably take a lot of work to re-balance the whole custom database. Thanks for the help guys.

That's what I just changed, the value needs to be 1000, not 10. Lowering the number INCREASES the avoidance, so your players are lying to you. Let me guess the warriors have the most "problems" right? Yeah, that's because with your change their Evasion AA jumps from being a 50% increase in avoidance to a 5,000% increase for them :P

To-hit is off in the code, and has nothing at all to do with that. Though, I believe a fix for that is coming soon as well.
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  #6  
Old 02-22-2009, 03:41 PM
thepoetwarrior
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I watched the players. Some players were fine, and some players were actually bugged. Wierd. But when I edited the 1 line of code, they were ok.

Yes, Warriors are upset over Evasion.

Will continue to look for updates and discussions on attack. Thanks for the info!
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