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  #1  
Old 07-02-2009, 01:54 PM
KLS
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Two rules you can use to mod accuracy.

(Combat, BaseHitChance) - Everyone's base accuracy.
(Combat, NPCBonusHitChance) - NPCs get this bonus to accuracy.
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  #2  
Old 07-02-2009, 04:05 PM
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Quote:
Originally Posted by KLS View Post
Two rules you can use to mod accuracy.

(Combat, BaseHitChance) - Everyone's base accuracy.
(Combat, NPCBonusHitChance) - NPCs get this bonus to accuracy.
Ha! I knew there was one, I just could not find it.
can bonus be negative number?

ALSO, KLS could you please explain recently added rules for "con scaling"?
and: Combat:AgiHitFactor ?
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  #3  
Old 07-02-2009, 05:28 PM
eqwarrior
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I would like to know too please.
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  #4  
Old 07-02-2009, 07:16 PM
gaeorn
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I believe if the chance = 1.0, it is no modification. less than 1 is lower hit chance, greater than one is higher.
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  #5  
Old 07-02-2009, 10:10 PM
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Does this applies ot AGi rule.. or which? =)

if yes, how does this reads in terms of X AGI to Y dodge chance? or something?
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  #6  
Old 07-02-2009, 10:29 PM
KLS
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The con scaling is fairly simple:

(Character, UseXPConScaling)
(Character, LightBlueModifier)
(Character, BlueModifier)
(Character, WhiteModifier)
(Character, YellowModifier)
(Character, RedModifier)

If UsXPConScaling is true then you scale npc death exp to this con system. The other rules simply state how much that con is supposed to give, so WhiteModifier is default 100 so white cons give 100% experience, red 150 - 150% exp, light blue 40 - 40% exp etc.

Agil hit factor simply defenders agil * this number = how much % chance to hit they gain. It's additive so 310 agil is exactly 3.1% chance less to be hit if this is default.
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  #7  
Old 07-02-2009, 10:50 PM
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thank you for replying KLS!

I assume 1 is default for AGI?
then if I set it to say 2, then 310 AGI produces 6.2% effect?
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  #8  
Old 07-03-2009, 11:03 AM
zergling
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Quote:
Originally Posted by KLS View Post
The con scaling is fairly simple:
(Character, UseXPConScaling)
(Character, LightBlueModifier)
(Character, BlueModifier)
(Character, WhiteModifier)
(Character, YellowModifier)
(Character, RedModifier)
Are those settable as DB options or only as compile options?
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