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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |
07-27-2010, 10:20 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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New AC cap rules?
Recently new Ac cap control rules were added, which is very very great!
However, could someone post in details how to READ them - what they do exactly, how how they affect things!
Thank You!
RULE_REAL ( Combat, NPCACFactor, 2.25)
RULE_INT ( Combat, ClothACSoftcap, 75)
RULE_INT ( Combat, LeatherACSoftcap, 100)
RULE_INT ( Combat, MonkACSoftcap, 120)
RULE_INT ( Combat, ChainACSoftcap, 200)
RULE_INT ( Combat, PlateACSoftcap, 300)
RULE_REAL ( Combat, AAMitigationACFactor, 3.0)
RULE_REAL ( Combat, WarriorACSoftcapReturn, 0.45)
RULE_REAL ( Combat, KnightACSoftcapReturn, 0.33)
RULE_REAL ( Combat, LowPlateChainACSoftcapReturn, 0.23)
RULE_REAL ( Combat, LowChainLeatherACSoftcapReturn, 0.17)
RULE_REAL ( Combat, CasterACSoftcapReturn, 0.06)
RULE_REAL ( Combat, MiscACSoftcapReturn, 0.3)
RULE_REAL ( Combat, ACthac0Factor, 0.55)
RULE_REAL ( Combat, ACthac20Factor, 0.55)
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07-27-2010, 11:31 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Everything is pretty obvious other than
NPCACFactor which is how much npc base ac gets divided by. Ex 2.25 npc ac = 1 player ac.
The thac rules are poorly named cause they used to do something else and I never changed them but they have to do with how big a factor attack and ac plays when there are successful mitigation and attack rolls. The higher the number the less possible range there are on reductions and increases from those rolls.
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07-27-2010, 11:58 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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I would really appreciate explanation per each rule..
cause monks 120 - doesn't give a clue... 120 max possible ac? worn ac multiplied by 120? no idea... 120% of raw ac?
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07-28-2010, 12:42 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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120 AC exactly is the softcap for monks in this case(if they're at or under weight) They get 120 AC directly but after that every point of AC is only worth 0.33AC.
The classes for the returns aren't as obvious; they're snagged from live softcap returns:
WarriorACSoftcapReturn:
WAR
KnightACSoftcapReturn:
SHD
PAL
MNK(at or under weight)
LowPlateChainACSoftcapReturn:
CLR
BRD
BSK
ROG
SHA
MNK(Over weight)
LowChainLeatherACSoftcapReturn:
BST
RNG
CasterACSoftcapReturn:
WIZ
ENC
NEC
MAG
DRU
MiscACSoftcapReturn:
Only used for NPC classes that aren't covered above.
Last edited by KLS; 07-30-2010 at 07:18 PM..
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07-28-2010, 02:21 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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I ok I see now hwo system works.
So warrior get 300 ac, but after that they only 0.45 per raw ac, right ?
But in this case, what is responsible for the thing like: I am putting on 5 AC item, and getting like 12 ac out of it, as level 60 warrior. - something else makes me to get more final AC per 1 raw ac?
also, what is RULE_REAL ( Combat, AAMitigationACFactor, 3.0)?
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07-28-2010, 02:28 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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It has to do with how the mitigation AAs are applied. You can raise it to make them more effective or lower it to make them less.
AC on character screen doesn't have the softcaps built in to show. Also it's made up of both avoidance and mitigation. There also might be some other factor that I'm missing but it doesn't really matter cause the character screen is just for show(even on live). It's designed to give a relative understanding of AC for characters otherwise it would be much easier to read.
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07-29-2010, 07:22 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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ok I think I got it: this WHOLE thing above only control the Avoidance portion of AC, but you can still get unlimited benefit from the mitigation portion, right?
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07-30-2010, 12:19 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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...what?
This is all mitigation.
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07-30-2010, 04:17 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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I see monk listed twice and not under leather
I don't see druid listed, was that just an incomplete example?
why is monk under plate or chain when they are a leather class?
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07-30-2010, 07:22 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Druid was missing but it's in there now.
...and there really weren't good names to give the groups. I tried to be as descriptive as possible but sony doesn't put the returns into well defined groups like it did the softcaps. So basically: because that's why.
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12-10-2010, 05:16 PM
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Fire Beetle
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Join Date: Sep 2010
Posts: 11
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Hate to bump this, but I am looking at the softcap code, and am a little confused.
Both thac0cap and thac20cap have checks to cap them, but they happen after the last time the values are used?
Code:
if(atk_roll > mit_roll)
{
float a_diff = (atk_roll - mit_roll);
float thac0 = attack_rating * RuleR(Combat, ACthac0Factor);
d -= 10.0 * (a_diff / thac0);
float thac0cap = ((attacker->GetLevel() * 9) + 20);
if(thac0 > thac0cap)
{
thac0 = thac0cap;
}
}
else if(mit_roll > atk_roll)
{
float m_diff = (mit_roll - atk_roll);
float thac20 = mitigation_rating * RuleR(Combat, ACthac20Factor);
d += 10 * (m_diff / thac20);
float thac20cap = ((defender->GetLevel() * 9) + 20);
if(thac20 > thac20cap)
{
thac20 = thac20cap;
}
}
Shouldnt that read:
Code:
if(atk_roll > mit_roll)
{
float a_diff = (atk_roll - mit_roll);
float thac0 = attack_rating * RuleR(Combat, ACthac0Factor);
float thac0cap = ((attacker->GetLevel() * 9) + 20);
if(thac0 > thac0cap)
{
thac0 = thac0cap;
}
d -= 10.0 * (a_diff / thac0); // moved after the cap check
}
else if(mit_roll > atk_roll)
{
float m_diff = (mit_roll - atk_roll);
float thac20 = mitigation_rating * RuleR(Combat, ACthac20Factor);
float thac20cap = ((defender->GetLevel() * 9) + 20);
if(thac20 > thac20cap)
{
thac20 = thac20cap;
}
d += 10 * (m_diff / thac20); // moved after the cap check
}
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11-14-2012, 03:35 AM
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Hill Giant
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Join Date: Aug 2012
Posts: 205
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were these rules removed from the database? On a fresh install these rules arent here and i dont see them as optional rules, even though they are still used in the combat code in the source
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11-14-2012, 04:47 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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This is from ruletypes.h here:
http://code.google.com/p/projecteqem...on/ruletypes.h
Code:
RULE_REAL ( Combat, NPCACFactor, 2.25)
RULE_INT ( Combat, ClothACSoftcap, 75)
RULE_INT ( Combat, LeatherACSoftcap, 100)
RULE_INT ( Combat, MonkACSoftcap, 120)
RULE_INT ( Combat, ChainACSoftcap, 200)
RULE_INT ( Combat, PlateACSoftcap, 300)
RULE_REAL ( Combat, AAMitigationACFactor, 3.0)
RULE_REAL ( Combat, WarriorACSoftcapReturn, 0.45)
RULE_REAL ( Combat, KnightACSoftcapReturn, 0.33)
RULE_REAL ( Combat, LowPlateChainACSoftcapReturn, 0.23)
RULE_REAL ( Combat, LowChainLeatherACSoftcapReturn, 0.17)
RULE_REAL ( Combat, CasterACSoftcapReturn, 0.06)
RULE_REAL ( Combat, MiscACSoftcapReturn, 0.3)
RULE_REAL ( Combat, ACthac0Factor, 0.55)
RULE_REAL ( Combat, ACthac20Factor, 0.55)
If they aren't in the DB, then the server just uses the default values defined in that file. If you want to change them and you don't already have rules for them, then you can add them for yourself if needed.
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11-14-2012, 08:15 PM
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Dragon
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Join Date: May 2009
Location: Milky Way
Posts: 541
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"#rules store" will populate your DB with all of the rules(tons are missing in a stock db), however you lose all the descriptions which is kind of a pain.
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11-14-2012, 08:35 PM
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Hill Giant
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Join Date: Aug 2012
Posts: 205
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awesome, thanks caryatis, ive never knew about that nor seen it mentioned its good to get that command out there for people to know
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