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  #1  
Old 01-06-2013, 06:07 AM
NatedogEZ's Avatar
NatedogEZ
Developer
 
Join Date: Dec 2012
Posts: 515
Default Min_dmg when wielding a weapon

This may be "Live like" - if so ignore this!

But when wielding a weapon that has a high amount of damage lets say

Base damage Weapon 60,000

As a Warrior I am getting minimum hits for 16 -- and minimun crits for (51)

Then getting max hits for 200,000++ and max criticals for (800,000)+


The minimun hit seems to not be calculating the fact that you are even wearing a weapon at all?

Anyone else notice this with high damage weapons?


(From attack.cpp)
Code:
	if(weapon_damage > 0){

		//Berserker Berserk damage bonus
		if(berserk && GetClass() == BERSERKER){
			int bonus = 3 + GetLevel()/10;		//unverified
			weapon_damage = weapon_damage * (100+bonus) / 100;
			mlog(COMBAT__DAMAGE, "Berserker damage bonus increases DMG to %d", weapon_damage);
		}

		//try a finishing blow.. if successful end the attack
		if(TryFinishingBlow(other, skillinuse))
			return (true);

		int min_hit = 1;
		int max_hit = (2*weapon_damage*GetDamageTable(skillinuse)) / 100;

		if(GetLevel() < 10 && max_hit > 20)
			max_hit = (RuleI(Combat, HitCapPre10));
		else if(GetLevel() < 20 && max_hit > 40)
			max_hit = (RuleI(Combat, HitCapPre20));
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  #2  
Old 01-06-2013, 08:13 AM
lerxst2112
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Join Date: Aug 2010
Posts: 1,742
Default

From what I remember it's pretty much live like. I haven't parsed on live recently, but I'm pretty sure you can hit for 1 plus the damage bonus of the weapon.

I didn't look too hard at the emu code, but it looks like you do when the amount of mitigated damage you would have done was less than the min. To raise the min, raise the damage bonus on the weapon.
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  #3  
Old 01-06-2013, 08:43 AM
NatedogEZ's Avatar
NatedogEZ
Developer
 
Join Date: Dec 2012
Posts: 515
Default

Only way to raise damage bonus is increase delay or base damage though isnt it?
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  #4  
Old 01-06-2013, 04:58 PM
ghanja's Avatar
ghanja
Dragon
 
Join Date: Aug 2012
Location: Hershey, PA
Posts: 499
Default

http://www.eqemulator.org/forums/sho...t=damage+bonus

http://www.eqemulator.org/forums/sho...t=damage+bonus
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  #5  
Old 01-06-2013, 10:29 PM
lerxst2112
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Join Date: Aug 2010
Posts: 1,742
Default

I thought it was an actual field in the db, not calculated, so it could be raised with a db tweak. Silly me.
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