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Old 04-10-2008, 01:05 AM
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trevius
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Nice, that should save me some time with testing the new system when I get off work!

It sounds like there are defaults for these new settings depending on mob level as long as the setting is left to 0. I was hoping that was the case since it means you shouldn't have to redo stats for every mob in the database, just the ones you want to adjust, and mainly higher level encounters.

I wonder if KLS's spreadsheet factors this new stuff in properly. Here is a link to that:

openoffice
http://spreadsheets.google.com/pub?k...IWQ&output=ods
or excel
http://spreadsheets.google.com/pub?k...IWQ&output=xls

The combat system has made huge leaps and bounds lately and is really starting to seem finalized. Huge thanks to KLS for getting this stuff in the code. I know me and Jibba have been drooling for this stuff for quite some time now
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Old 04-10-2008, 02:10 AM
KLS
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Yeah I made it as a bonus, if it's set to 0 combat should be pretty much the same as it is now.

Accuracy isn't exactly right in that description. 10% = 1% but that 1% is then applied to the already existing accuracy. So you have say a 50% chance to hit and a 250 accuracy rating it would be 50% + (50% * 250 / 1000) or 62.5%
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Old 04-10-2008, 04:02 AM
ChaosSlayer
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Quote:
Originally Posted by KLS View Post
Yeah I made it as a bonus, if it's set to 0 combat should be pretty much the same as it is now.

Accuracy isn't exactly right in that description. 10% = 1% but that 1% is then applied to the already existing accuracy. So you have say a 50% chance to hit and a 250 accuracy rating it would be 50% + (50% * 250 / 1000) or 62.5%
Great work KLS!
I don't wont to start another thread, so my quetsion is regarding:

"KLS: Agility will now affect a defenders chance to be missed slightly."

what are the exact numbers?


Also - how about making DEX improve To Hit chance (for players mainly, and on related note- does DEX curently totaly useless for mobs?)? I am not looking for damage, just for ability to hit , cuase curently (for exmaple) caster/priest classes ability to score a hit is prety much non existant at higher levels

I mean, even if my wizard/druid will hit 2-3 times as often in melee, for a meager 10-20 dmg at lev 70 - that can't posibly break the game- can it? =)
But this will give people a purpose to build a DEX for something else other than procs/parry (specialy for classes who do not get such skills)


PERHAPS consider this - add a RULE which when turned ON, will make DEX to act as a BONUS to Hit chance. (so 0 is dex turned off, greater than 0 - how extra +1% to hit is gained per X dex specified as value)
and perhaps even same for agilty?

Oh another thing- a RULE for To Hit chance cap and to Dodge chance cap for ALL classes

Last edited by ChaosSlayer; 04-10-2008 at 12:06 PM..
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Old 04-10-2008, 04:11 AM
ChaosSlayer
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something else come to mind. In eq2 players stats keep rising continiusly every level. Essentialy there are no hard caps, only a cap in comparecen betwen player and a mob. So if hit your cap for say Dodge for lev 50 - this is only vs a lev 50 mob. As you go to lev 51, you will need MORE AGI, to maintain same dodge cap vs a lev 51 mob (cuase lev 51 mob automaticly ingnores soem of your Dodge). essentialy the system is based on comparecen betwen your level and stats and mobs level and stats. This way there is prety much NEVER a cap on anything - you will become inviciable to lower level mobs, and higher level mobs are invicable to you
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Old 04-10-2008, 08:24 AM
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If you want your druid or cleric to land hits more often, try adjusting your skill_caps table.
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Old 04-10-2008, 09:20 AM
ChaosSlayer
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Quote:
Originally Posted by trevius View Post
If you want your druid or cleric to land hits more often, try adjusting your skill_caps table.
thats not exactly the same thing - since I will eventuly run out of them (they capped at 400? so thats like lev 80, I need this work up to 200), and that not going to make DEX worth building up
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Old 04-11-2008, 11:43 PM
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So, after further testing, I am noticing that NPCs are now hitting for up to their max damage, which makes me think that mitigation isn't working the same as before. No matter how much AC/Skills/AAs I have, they can still land for their max damage. It seems like shielding is working normally so far. But I think this is a pretty major issue with the new version of the code. I am not sure what broke it exactly, but I doubt it is working as intended.

I will need to do more testing to see if the new AR and Attack settings are allowing NPCs to fully compromise player mitigation. I haven't adjusted them yet, so they are all still set to 0, which I believe should be default for their level.

Everything else seems great so far though.
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