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Old 11-14-2010, 08:05 PM
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Secrets
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Also noticing 100% crit chance on melee with Underfoot items ingame.
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Old 11-14-2010, 09:08 PM
Caryatis
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Pretty sure DoT crit chance is positive, I checked lucy but the only spell named rising terror doesnt have that effect in it(I checked all 5 copies even!). A well known spell that increases dot crit chance is Intensity of the Resolute and in that spell its positive.

Before I work on any effect I always run a query that searches all effectids for the specifc effect so I make sure I implement it with the actual spells in mind. Obviously its not a perfect system(not sure whats going on with melee/heals off the top of my head, most likely faulty logic though).

Unfortunately I am away this week so dont have much time to work on code, however if you find the issue before then I'm sure trev will commit it. Otherwise Ill see what I can do when Im back. Safe to say there will be issues caused by so many updates so quickly, so more testing is probably in order.
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Old 11-15-2010, 06:46 AM
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I think I see the issue (or at least an issue) with melee criticals.

The problem appears to be due to the changes in the diff here (starting at line 3832):

http://code.google.com/p/projecteqem...one/attack.cpp

It looks like at least one problem is that the rules for crits are all done as floats and defaults can be seen here:

http://code.google.com/p/projecteqem...on/ruletypes.h

With the new changes, I think they either need to multiply the rule values by 100 (either the variables in the code or an SQL update to do it, as well as defaults in ruletypes.h). Otherwise, the defaults and rules become very minor differences as apposed to what they should be (and were before) by a factor of 100. Also, with changes from using decimals and floats to using ints and whole numbers there, I think the divider of 100 needs to be changed to 1000. As I read it, it looks like crits may be getting a 100X multiplier right now. I will have to re-read it to make sure I understand exactly what is going on before making any changes, though.

I think making the needed corrections there should at least resolve one of the issues with the recent updates. Considering the number of changes, a few issues are to be expected (IMO anyway). Knocking out the fixes shouldn't be too bad and the plus side of these changes way outweighs the issues at this point. These are some much needed changes and it is awesome to see someone interested in doing them (thanks, Caryatis!)

As far as issues with the recent updates go, I haven't noticed anything that would require an immediate revert due to game-breaking issues, but that may depend on the server running them and their setup.

Here are some of the reported issues so far on my server that might help keep track of what needs to be looked at:

http://stormhavenserver.com/forums/viewtopic.php?t=1870

I may need to start a new thread to discuss issues with the latest changes, as they aren't all really directed at this one submission. Since Caryatis is out on vacation this week, I am going to see how many issues I can find and resolve and if anyone else wants to help, feel free. I think Caryatis will be more than willing to work on any remaining issues when he gets back.
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Last edited by trevius; 11-15-2010 at 08:26 AM..
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Old 11-15-2010, 06:56 AM
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Also, I am not sure about the changes here:

http://code.google.com/p/projecteqem...ne/bonuses.cpp

At lines 1051 and 1132 (from the left side), it looks like instead of using the highest spell effect mod, it adds all of them up. I am not sure if that is how it is supposed to work, but seems to me it would only use the highest value, or at least cap it somehow.
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  #5  
Old 11-20-2010, 08:43 PM
Caryatis
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The critical hit issue has been resolved. The problem was the fact that CriticalHitChance was being stored in a single variable while the spells that utilize this effect come with skill specific tags(also with the change to way the effect was added, it was adding all of the bonuses together).

For example Cleave:
Quote:
1: Increase Chance to Critical Hit by 40% with 1H Blunt
2: Increase Chance to Critical Hit by 40% with 1H Slashing
3: Increase Chance to Critical Hit by 40% with 2H Blunt
4: Increase Chance to Critical Hit by 40% with 2H Slashing
5: Increase Chance to Critical Hit by 40% with Backstab
6: Increase Chance to Critical Hit by 40% with Bash
7: Increase Chance to Critical Hit by 40% with Flying Kick
8: Increase Chance to Critical Hit by 40% with Hand To Hand
9: Increase Chance to Critical Hit by 40% with Kick
10: Increase Chance to Critical Hit by 40% with Piercing
11: Increase Chance to Critical Hit by 40% with 2H Piercing
I made 2 changes to fix this:

1.) Stored the data in an array like the other effects Ive added(skilldmgtaken) which allows for the bonuses to match the skills.

2.) Added a check so that item bonuses will not stack with themselves(ie Cleave I and Cleave II won't stack) but spell bonuses will stack(so things like speed of ellowind(1% bonus to crit) will stack with other crit bonus spells).

Also tidied up all the variables involved so that we have ints across the board(doesnt seem like we need floats for this).

Edit: Healrate fix went in as well, all issues I can find have been resolved so if you find anymore please let me know.
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