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  #1  
Old 10-17-2008, 07:33 PM
ChaosSlayer
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Default Critical Spell casting Rule

we allready have Rule for Client and NPC critical melee - why not spell casting?

I recomend we add it
we will need CriticalSpellChance for NPC, general Client, and separatetly for Wizards I guess
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  #2  
Old 10-21-2008, 06:00 PM
Dodie
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Much indeed
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  #3  
Old 10-21-2008, 09:00 PM
AndMetal
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Here's the spell crit code:
zone/effects.cpp, around line 95 in Client::GetActSpellDamage()
Code:
	if(tt != ST_Self) {
		int chance = 0;
		sint32 ratio = 0;

		//normal spell crit
		if(GetClass() == WIZARD && GetLevel() > 11) {
			chance += 7;
			ratio += 15;
		}
		
		//Normal EQ: no class that has ingenuity has reg spell crit AAs too but people
		//are free to customize so lets make sure they don't stack oddly.
		//afaik all ranks provide a 100% bonus in damage on critical
		switch(GetAA(aaIngenuity))
		{
		case 1:
		case 2:
		case 3: 
			if(ratio < 100)
				ratio = 100;
			break;
		default:
			break;
		}
		
		if(tt == ST_Target || tt == ST_Summoned || tt == ST_Undead) {
			//DD spells only...
			//reference: http://www.graffe.com/AA/
			switch (GetAA(aaSpellCastingFury)) //not sure why this was different from Mastery before, both are DD only
			{
				case 1:
					chance += 2;
					ratio += 33;
					break;
				case 2:
					chance += 4; //some reports between 4.5% & 5%, AA description indicates 4%
					ratio += 66;
					break;
				case 3:
					chance += 7;
					ratio += 100;
					break;
			}
			switch (GetAA(aaSpellCastingFuryMastery)) //ratio should carry over from Spell Casting Fury, which is 100% for all ranks
			{
				case 1:
					chance += 3; //10%, Graffe = 9%?
					break;
				case 2:
					chance += 5; //12%, Graffe = 11%?
					break;
				case 3:
					chance += 7; //14%, Graffe = 13%?
					break;
			}
			chance += GetAA(aaFuryofMagic) * 2;  //doesn't look like this is used
			chance += GetAA(aaFuryofMagicMastery) * 2; //doesn't look like this is used
			chance += GetAA(aaFuryofMagicMastery2) * 2;	//this is the current one used in DB; 16%, 18%, 20%; Graffe guesses 18-19% max
			chance += GetAA(aaAdvancedFuryofMagicMastery) * 2; //guessing, not much data on it

			
			if(ratio < 100)	//chance increase and ratio are made up, not confirmed
				ratio = 100;
		} else if(tt == ST_Tap) {
			if(ratio < 100)	//chance increase and ratio are made up, not confirmed
				ratio = 100;
			
			if(spells[spell_id].classes[SHADOWKNIGHT-1] >= 254 && spell_id != SPELL_LEECH_TOUCH){
				switch (GetAA(aaSoulAbrasion)) //Soul Abrasion
				{
					case 1:
						modifier += 100;
						break;
					case 2:
						modifier += 200;
						break;
					case 3:
						modifier += 300;
						break;
				}
			}
		}
		
		chance += GetAA(aaIngenuity); //nothing stating it's DD only, so we'll apply to all damage spells
		
		chance += GetFocusEffect(focusImprovedCritical, spell_id);

		//crit damage modifiers
		if (GetClass() == WIZARD) { //wizards get an additional bonus
			ratio += GetAA(aaDestructiveFury) * 8; //108%, 116%, 124%, close to Graffe's 207%, 215%, & 225%
		} else {
			switch (GetAA(aaDestructiveFury)) //not quite linear
			{
				case 1:
					ratio += 4; //104%, Graffe = 103%
					break;
				case 2:
					ratio += 8; //108%, Graffe = 107%
					break;
				case 3:
					ratio += 16; //116%, Graffe = 115%
			}
		}
		
		if(chance > 0 && MakeRandomInt(0,100) <= chance) {
			modifier += modifier*ratio/100;
			entity_list.MessageClose(this, false, 100, MT_SpellCrits, "%s delivers a critical blast! (%d)", GetName(), ((-value * modifier) / 100));	
		}
	}
Are you thinking something like this?
Code:
	if(tt != ST_Self) {
		int chance = RuleI(Spells, BaseCritChance);
		sint32 ratio = RuleI(Spells, BaseCritRatio);

		//normal spell crit
		if(GetClass() == WIZARD && GetLevel() > 11) {
			chance += RuleI(Spells, WizCritChance);
			ratio += RuleI(Spells, WizCritRatio);
		}
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  #4  
Old 10-21-2008, 10:23 PM
ChaosSlayer
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you are the coder AndMetal
You are our only hope
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  #5  
Old 10-25-2008, 01:51 PM
Dodie
Sarnak
 
Join Date: Jun 2004
Posts: 67
Default

Cool hope this gets implented
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  #6  
Old 10-25-2008, 02:20 PM
Rocker8956
Hill Giant
 
Join Date: Sep 2007
Posts: 117
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I think it was already implemented in rev127 of the SVN.

http://code.google.com/p/projecteqemu/updates/list
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  #7  
Old 10-25-2008, 05:45 PM
ChaosSlayer
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Join Date: May 2007
Posts: 1,032
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well some of us stil waiting for OFFICIAL release posted at download section =)

its been a while

but anyway I thank Addmetal for puting in the code on such short notice =)
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  #8  
Old 10-25-2008, 09:30 PM
ChaosSlayer
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Join Date: May 2007
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ok i have looked at changelog and have few questions.

AndMetal: New rules for tweaking spell crits: Spells:BaseCritChance(0), Spells:BaseCritRatio(0), Spells:WizCritLevel(12), Spells:WizCritChance(7), Spells:WizCritRatio(15)


What the difirence bewten Ratio and Chance?
also dose Base only applies only to client (players) or NPCs too?
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  #9  
Old 10-26-2008, 06:38 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by ChaosSlayer View Post
AndMetal: New rules for tweaking spell crits: Spells:BaseCritChance(0), Spells:BaseCritRatio(0), Spells:WizCritLevel(12), Spells:WizCritChance(7), Spells:WizCritRatio(15)


What the difirence bewten Ratio and Chance?
Chance: % chance to crit
Ratio: % of additional damage (100% = 2x damage)

Quote:
Originally Posted by ChaosSlayer View Post
dose Base only applies only to client (players) or NPCs too?
The function is in the Client class (Client::GetActSpellDamage), so that means this would only apply towards clients. Honestly, I don't think there's anything that allows an NPC to crit. If we added this, it would have to be a part of the Mob class (so Mob::GetActSpellDamage, which applies towards both clients & NPCs), unless we wanted it to be different for NPCs (then NPC::GetActSpellDamage).
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