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Old 02-22-2009, 12:56 PM
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cavedude
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Join Date: Apr 2003
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Quote:
Originally Posted by thepoetwarrior View Post
I played with ChanceToHitDividedBy values, and most of the players were doing good, but a few players claimed they couldn't hit mobs when they could hit them before. I watched and verified. So finally I decided to use Trevius quick fix and changed

chancetohit -= ((bonus * chancetohit) / RuleI(Combat, ChanceToHitDivideBy));

to

chancetohit -= (bonus) / 10;

and now the users are very happy.

Would probably take a lot of work to re-balance the whole custom database. Thanks for the help guys.

That's what I just changed, the value needs to be 1000, not 10. Lowering the number INCREASES the avoidance, so your players are lying to you. Let me guess the warriors have the most "problems" right? Yeah, that's because with your change their Evasion AA jumps from being a 50% increase in avoidance to a 5,000% increase for them :P

To-hit is off in the code, and has nothing at all to do with that. Though, I believe a fix for that is coming soon as well.
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