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  #1  
Old 10-15-2008, 07:53 PM
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trevius
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I am going to test this out tonight and see if it gets proc rates more in line with what they should be.

Code:
	ProcBonus += float(itembonuses.ProcChance + (spellbonuses.ProcChance / 10) + AABonus) / 100.0f;
	
	ProcChance = float(mydex) / 10000.0f;
	ProcBonus *= ProcChance;
	ProcChance += ProcBonus;
	mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
	return ProcChance;
This will make Dex 100% responsible for calculating proc rate instead of adding an extra base of 5% on top of Dex. For a server with level 60 max, even a character with 255 Dex will still proc 2.55% of the time. Then factor in that dual wielding 2 proc weapons would raise the rate considerably. And adding proc augs to those proc weapons would probably raise it considerably again. And this is before AAs, Spell Bonuses, or Item Bonuses even come into play. Adding all of that stuff in, you would get to very high proc rates quickly.

On live, I think that weapon delay was also factored into proc rates. So, the slower delay you had, the more often you would proc per swing. That is why rampage warriors would get slowed with a high delay weapon before they AE pulled to Rampage. So they would proc nearly every swing. And when using an AE proc and hitting lots of targets at once, you will proc so much and so fast that it kills everything in the AE/Rampage quickly. I think that is something to consider for further expanding the proc rate code.
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  #2  
Old 10-15-2008, 08:18 PM
KLS
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I actually added the 5% purposely because people at high end procced decently but people at low end didn't and it didn't seem right. I seriously doubt that's the problem anyway, if you haven't figured it out I'll look at it when I get some time.
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  #3  
Old 10-15-2008, 08:31 PM
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trevius
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Ya, I vaguely remember something about you making Dex so that it effected proc chance. Probably around the time you were working on Agi helping with mitigation.

So, we could have a base proc chance and it could still be 5, but if so, I don't think we should be adding the dex bonus to that. Maybe we could meet in the middle and lower the base 5% addition down to 4% and reduce the bonuses from Dex by alot. Maybe something like this:

Code:
ProcChance = 0.04f + float(mydex) / 20000.0f;
I think that would be much more reasonable for both high and low end.
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Old 10-16-2008, 01:06 AM
ChaosSlayer
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Quote:
Originally Posted by trevius View Post
Ya, I vaguely remember something about you making Dex so that it effected proc chance. Probably around the time you were working on Agi helping with mitigation.

So, we could have a base proc chance and it could still be 5, but if so, I don't think we should be adding the dex bonus to that. Maybe we could meet in the middle and lower the base 5% addition down to 4% and reduce the bonuses from Dex by alot. Maybe something like this:

Code:
ProcChance = 0.04f + float(mydex) / 20000.0f;
I think that would be much more reasonable for both high and low end.

umm /20000....

thsi means with each 100 dex my proc improves by what 0.005?
thsi means even with whopping 500 dex, i have only + 0.025 , which basicly +2.5%....

imho the worth of dex in proc should be atleast 4 times as much. (this stat is allreday nearly worthless compared to STR), not to mention IMHO dex should boost To Hit chance

even better put into Rules what is DEX worth =)


PS. Its abotu time we add a Rule to boost people "To Hit chance" I am getting sick of "you have missed" fest -my level 5 ranger only lands like 1 hit out of each 10, and fact that hybrids capped at like 55% chance to hit for LIVE - kind of suck

ALSO, since we have CLient, NPC and warrior base Critical Chance Rule, why nto add same rule for spells critical? For Client (all classes), for mobs, and separatly for Wizards
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  #5  
Old 10-16-2008, 01:59 AM
KLS
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I don't see what's wrong with the proc formula we have other than it not calculating bonus effects right of course.
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  #6  
Old 10-16-2008, 05:59 AM
KLS
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Ok I went through it and will be uploading some changes. The formula for current procs stays, I feel it offers enough of a % to proc rate that while you wont want to stack dex over str it wont feel like a wasted stat. The 5% lets people leveling up with proccing weapons feel like they aren't worthless.

AA's will no longer LOWER the chance to proc. Bonuses *should* work.
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Old 10-16-2008, 07:52 AM
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trevius
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Don't forget about this:

Code:
			case SE_ProcChance:
			{
				//multiplier is to be compatible with item effects
				//watching for overflow too
				effect_value = effect_value<3000? effect_value * 10 : 30000;
				if(newbon->ProcChance < effect_value)
					newbon->ProcChance = effect_value;
				break;
			}
With that multiplying by 10, it makes proc spell bonuses in your equation at 10X more than they should be.

Other than that, it looks to be basically the same as what I was writing. After going over the code again and again, the AA bonus wasn't causing the chance to be less, it was actually just adding 25% of the base procchance to the bonus, which is essentially the same thing that you and I have been writing in different ways. It just looked confusing the way it was before lol.

Combining how you and I wrote it, I think this is about as simple as it can get and it still does the same thing:

attack.cpp
Code:
	ProcBonus += float(itembonuses.ProcChance + AABonus + (spellbonuses.ProcChance / 10)) / 100.0f;
	
	ProcChance = float(mydex) / 10000.0f;
	ProcChance += (ProcChance * ProcBonus);

	mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
	return ProcChance;
And that also means you would have to set the AABonus code back to this:

Code:
		switch(CastToClient()->GetAA(aaWeaponAffinity)) {
			case 1:
				AABonus = 5;
				break;
			case 2:
				AABonus = 10;
				break;
			case 3:
				AABonus = 15;
				break;
			case 4:
				AABonus = 20;
				break;
			case 5:
				AABonus = 25;
				break;
		}
	}
And, really, we could remove the 10 divider for the spellbonuses.ProcChance if we just removed the multiplier in the case SE_ProcChance

zone/bonuses.cpp
Code:
                        case SE_ProcChance:
                        {
                                //multiplier is to be compatible with item effects
                                //watching for overflow too
                                effect_value = effect_value<3000? effect_value * 10 : 30000;
                                if(newbon->ProcChance < effect_value)
                                        newbon->ProcChance = effect_value;
                                break;
                        }
though, the code you have will work perfectly fine once you get the spell bonus divided by 10 or remove it from the SE_ProcChance.

I do agree that dex is nice to be able to factor into procs so it actually does something. I just think that the base calculations need to be tweaked a little further. Even if their base is only a total of 5% (after dex is calculated), that is still 1 in 20 hits, which should be about 1 in 10 rounds or less after double attack and dual wield (if they have 2 procing weapons) are factored in. IMO, that isn't too bad at all for someone with no AAs, 100ish dex, and no item or spell bonuses. Maybe I should cap Combat Effects down to 25 max instead of 50 on my server. Even still, with the base being set that high, even my players agree that proc rates were way too much once you are geared and have the AAs.

I have run through this equation with different parameters dozens of times now. The base is the only thing that can really be adjusted here. It is really close to being good, but a bit of tweaking would help.

I am currently using this:
Code:
ProcChance = 0.04f + float(mydex) / 20000.0f;
And that definitely seems more reasonable in the very high end. It also doesn't make a huge difference in the very low end.

With that base equation, here are some example of what base proc rate would be:

100 Dex = 4.5%
200 Dex = 5%
255 Dex = 5.3%
305 Dex = 5.5%
355 Dex = 5.8%
380 Dex = 5.9% (almost a 50% increase)
471 Dex = 6.4%

And, with your equation:

100 Dex = 6.1%
200 Dex = 7.2%
255 Dex = 7.8%
305 Dex = 8.3%
355 Dex = 8.9%
380 Dex = 9.2%
471 Dex = 10.2% (over a 200% increase)

If you get the AA maxed and only 25 combat effect bonuses, it will jump up 50% higher than that, which means 471 goes to over 15% chance. Then factor in quad attacks with 2 procing weapons and it will be procing every round or 2. Not to mention if the weapon is augmented with a procing aug.
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