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  #1  
Old 09-07-2012, 10:18 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
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And yes you want green mobs hitting for minimum almost always except for raid mobs.

Unless you have gray con on your server then gray can be made the default and green can adjusted accordingly.
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  #2  
Old 09-07-2012, 10:24 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
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The code below this.
Code:
		//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);
		}
		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);
		}
Can be adjusted so that it falls into the fall /3.5

And actually this calculation can just be added into the end of the if statements in the switch case.
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  #3  
Old 09-07-2012, 10:28 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
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But I believe that even if it reverts to a default of 50 unmitigated it will still be fine since by the time you run into a mob with a min or 50 your ac calculations will take over and it should still keep the same curve.

What do you think cavedude? Honestly so far I haven't had any problems but that doesn't mean there aren't any.
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  #4  
Old 09-07-2012, 10:25 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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Although it affects mobs with a lower ratio to a lesser degree, it's still a significant degree. It's also not part of your design and works against the concept of having brackets which you set. I only chose the green example because it had the most brackets. The figures look bad for other /con's as well.
At the 50% ratio: (over 4400 mobs)
yellow mobs hit minimum 50% of the time.
white mobs hit for minimum 70% of the time.

At 40% ratio, these figures drop by a few % rather than a lot of %.


I /coded over 4000 examples of mobs that have a 50% or higher ratio of mindmg to maxdmg, but edited them out on second thought Over 14,000 mobs have 30% or higher ratios.. this is not an insignificant number.

Don't let it stop you tinkering, but you might want to rethink the solution.
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  #5  
Old 09-07-2012, 10:33 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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You misunderstand me - it reverts to min_hit AFTER the mitigation from AC.
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  #6  
Old 09-07-2012, 10:35 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
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Quote:
Originally Posted by jsr View Post
You misunderstand me - it reverts to min_hit AFTER the mitigation from AC.
Where is that in the attack.cpp?
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  #7  
Old 09-07-2012, 10:42 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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Quote:
Originally Posted by Cowboy6534 View Post
Where is that in the attack.cpp?

Search for meleemitigation. IMO it's where you should be looking if you want to tweak mitigation code. Not to discourage you, but what you're doing at the moment is called a hack job :)
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  #8  
Old 09-07-2012, 10:38 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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use this query to get the ratio's;

Code:
select id, name, maxdmg, mindmg, mindmg/maxdmg as ratio from npc_types where (mindmg/maxdmg) > 0.2
You can change 0.2 to whatever suits.
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  #9  
Old 09-07-2012, 10:43 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
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If you remove my code and go with standard and you have a green mob that hits your for min and then you mitigated that down to below the min and then some other check say well its below min so just bring it back up doesnt that defeat the purpose of the ac check?
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  #10  
Old 09-07-2012, 10:50 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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No, the way it works is that a mob hits for maxdmg, and then AC and other mitigation factors are pitted against attack to push damage down towards minimum. There are 20 different values that a mob can hit for on live, so the function looks at mindmg and maxdmg of a mob, works out the 18 values in between, and then the outcome of mitigation vs attack determines which of the 20 possible values is the final damage outcome.
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  #11  
Old 09-07-2012, 11:20 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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FYI it appears that there are now at least 30 values on live.
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  #12  
Old 11-05-2012, 05:21 PM
Furniture
Hill Giant
 
Join Date: Aug 2012
Posts: 205
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Any word on a fix for this or if Cowboy's code is good enough?
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  #13  
Old 11-05-2012, 05:46 PM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
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Quote:
Originally Posted by Furniture View Post
Any word on a fix for this or if Cowboy's code is good enough?
You are free to apply any patches to your own server if you like.
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  #14  
Old 11-05-2012, 05:23 PM
Furniture
Hill Giant
 
Join Date: Aug 2012
Posts: 205
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I also have an issue that it seems npc's arent ever missing swings.
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  #15  
Old 01-12-2013, 11:29 PM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
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This issue has been resolved on the Sleeper server - tests have shown AC to play a much larger role in overall combat damage.

http://epicemu.com/forum/ac-new-dama...ing-code-tests
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