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Old 10-16-2008, 06:13 AM
KLS
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I changed the way evasive type effects are calculated to be like all other melee effects. Multiplicative not additive.
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Old 10-16-2008, 06:55 AM
trevius's Avatar
trevius
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I think that is the way that they should be done. But I also think that may throw off the current combat system considerably. I was mainly just wanting to figure out how to fix the evasive disc without messing with everything else. I imagine with that change, we would probably have to rewrite alot of the chancetohit code to get things more in line with what they should be.

Though, making them multipliers instead of adding them will probably fix miss rates being so high in the high end stuff for NPCs. It also means a pretty major overhaul on all high end encounters to balance them again. I don't think NPCs get any avoidance bonuses like players, so it probably means players will still miss alot.

I will give it a try and see how it feels.

Looked at the code and I think it is missing a dividing factor of 10 for the bonus. 100 avoidance from items should only reduce hit rate by 10%. Also, since spell avoidance is multiplied by 10, Evasive Discipline would be 500. So, I think you can just add the 0 in red below to correct it:

Code:
	//subtract off avoidance by the defender
	bonus = defender->spellbonuses.AvoidMeleeChance + defender->itembonuses.AvoidMeleeChance;
	if(bonus > 0) {
		chancetohit -= ((bonus * chancetohit) / 1000);
		mlog(COMBAT__TOHIT, "Applied avoidance chance %.2f/10, yeilding %.2f", bonus, chancetohit);
	}
I will give this a try maybe tomorrow night. I really need to get a test server running so my players don't suffer while I am testing
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Last edited by trevius; 10-16-2008 at 04:16 PM..
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