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Old 07-10-2013, 10:59 PM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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Quote:
While this makes sense, when increasing or decreasing a mobs strength by large amounts, I have seen absolutely 0 change in mitigation.
Quote:
It seems to work pretty well for client attacks though
I'd expect this outcome if you changed an NPC's stats without doing a #repop.
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  #2  
Old 02-23-2014, 11:26 PM
wtbmacestun
Fire Beetle
 
Join Date: Mar 2010
Posts: 16
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I have a copy of the code kegz used to fix ac on his server if anyone is interested.

Actually I found it in his github as well. Here you go

https://github.com/epicemu/Server/bl...one/attack.cpp

Code:
if(RuleB(Combat, UseIntervalAC)) {			
			//int8 leveldif = ((other->GetLevel()) - (this->GetLevel())); // //AC Damage Reduction Level Diff - Kegz @ EpicEmu.com
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f)); //AC Damage Reduction - Kegz @ EpicEmu.com
		}
		else {
			//float acdiv2 = 0.25;
			//int otherac = other->GetAC();
			//damage = ((max_dmg+eleBane) - (otherac * acdiv2/100.0f));
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f));
		}		

		//check if we're hitting above our max or below it.
		if((min_dmg+eleBane) != 0 && damage < (min_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is below min (%d). Setting to min.", damage, (min_dmg+eleBane));
		    //damage = (min_dmg+eleBane);
			damage = ((min_dmg+eleBane) - (otherac * acdiv/100.0f));
		}
		if((max_dmg+eleBane) != 0 && damage > (max_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
		    //damage = (max_dmg+eleBane);
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f));
		}
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