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  #1  
Old 09-15-2008, 11:36 PM
James76
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I executed a

Code:
 UPDATE npc_types SET ATK=level*100, Accuracy=level*150
and it seems to be much more true to the game. Some mobs like Bertoxxulous still seem easy but at least they are hitting more often.. And the game isn't nearly so soloable anymore. Finally they can hit a naked me. And if I were dodging or whatever, it would say that in combat. It wouldn't say MISS MISS MISS MISS MISS MISS MISS....

As for the combat code, I looked through it to find an easy solution for the riposte problem (ripostes should happen on the attack, not on the hit) and I noticed reused variables, some genius thought it was smart to use the damage variable as a way to control combat, by setting it to specific values to indicate no hit, or a riposte, etc. This is the mark of the amateur developer. Also the redundancy between Client combat and Mob combat, considering inheritance should simplify things (Client inherits from Mob). Maybe they had a problem finding a way to call the parents method.. the easiet way is, for example from within Client::AvoidDamage() is to outright call Mob::AvoidDamage() and then anything specific to the Client can be handled. Or call it at the end. If its written in a way that prevents that from working, then it isn't following OOP rules and is poorly written.
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  #2  
Old 09-16-2008, 12:10 AM
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trevius
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The entire EQEmulator code is years of individual's work all combined to make a single final product. There have been hundreds or maybe thousands of code additions to the source and they all came from unpaid volunteers to the project. No doubt some of it isn't perfect. Some of it was rushed to get it working and then never tweaked or corrected to work the right way. Reading the source there is alot of comments like "I don't know what is going on here..." and "I am too lazy right now to do this the right way", etc lol. The emulator is a huge project and for a small community to put something together over the past few years that works as well as it does is pretty amazing to me. My point is that it sounds a little like you are putting down the coders that wrote the source. Yes, some parts aren't perfect, but with limited resources and no paid professionals to work on it, I think the project is a huge success considering it's current state. This is probably the best emulator community and most complete emulator code in the world. So, we must be doing something right

If you are a good coder, then you are more than welcome to have at fixing any part of the code you wish to work on. The code will have to be checked and approved by the developers of the project before it gets added. But, if it is a good fix or good code, then it should definitely make it into the source. I hope to see some code from you if you have time and are interested in trying to help the community
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Last edited by trevius; 09-16-2008 at 08:16 AM..
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  #3  
Old 09-16-2008, 12:52 AM
ChaosSlayer
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well i don't propose altering any base code (at least untill I see major problems with it) =P
I simply propose to repalce "instead" with "Add" for ATK and AR values in DB to be more user friendly
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Old 09-16-2008, 04:51 AM
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trevius
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Chaos, you might want to check out the post that KLS made in this thread:

http://www.eqemulator.net/forums/showthread.php?t=24671

Her spreadsheet should help to get some idea of the attack rating and accuracy calculations.

I think your idea may work for AR and Accuracy, but I definitely don't think it would be best for min/max damage (not that you mentioned that, but it is another that is auto calculated). But, I would almost rather see another way to find the calculated stats like min/max damage, AR and Accuracy. I think if they were added into the #npcstats command output, that would probably solve the problem for now.
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  #5  
Old 09-16-2008, 10:13 AM
ChaosSlayer
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well yeah I saw that one.

I see what you saying.

I didn't even know that there is a defaull min/max dmg calculations been done, since I always used my own dmg values for mobs since originals that were in DB (live-like) were way to much for a decent solo encounter trash mobs. So I was building them from scratch so to say to being with

As far as ATK/AR goes, I guess same apparoch could be applied, except its prabobly not as critical compared to min/max dmg caps when it comes to players survival.

Again the idea is to minimaze "extra research" done by the DB user, such as need to know mobs atk/ar ahead of the time (using by hand calculations or that spreadsheet you mentioned) to tune it up or down a little.

And yes if game/db/or side program could automaticly show you pre-calculated Ar/ATK wihout need to consult with the spreadsheet all the time- that would be great. Like #npcstats you mentioned


PS. Another great thing is to be able to alter PLAYER'S ATK/AR bonuses per class from coded in defaults. Could go long way of customizing/tuning classes
on each specific server
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  #6  
Old 09-16-2008, 12:28 PM
James76
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The attack and accuracy (180 and 0?) in that spreadsheet are far too low what it should be. I wouldn't have noticed all the misses ON EVERY SERVER unless I tested Furious Discipline..... because again, only the hits are getting riposted... When I played my warrior on live I loved this discipline because I would counterattack everything from anybody. Was great for duels, especially vs rogues with their fast dual-wields. So I thought Furious was broken, but I looked at it, and its really working, I just never get hit. So I removed all of my gear, and I'm in PoP, so I figure things would just cream me. Nope, I never get hit.

NEVER GET HIT.

I've since tried ATK=200*level and Accuracy=level*500 for every row in the database... So far I'm happy with it. Maybe its kinda insane, a level 60 mob with an Accuracy of 30000, but for whatever reason the game needs it just to be able to hit me 90% of the time with no gear to protect me.

Min/max damage is ok, its actually in the database, not calculated. That high attack rating doesn't max out damage either, we seem to get a nice spread of actual damage instead of always getting the minimum.....

Go ahead and try it out, you can always set your database back to defaults with a simple
Code:
update npc_types set atk=0, accuracy=0;
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