Code:
/////////////////////////////////////////////////////////
// riposte
/////////////////////////////////////////////////////////
float riposte_chance = 0.0f;
if (CanRiposte && damage > 0 && CanThisClassRiposte() && !other->BehindMob(this, other->GetX(), other->GetY()))
{
riposte_chance = (100.0f + (float)defender->aabonuses.RiposteChance + (float)defender->spellbonuses.RiposteChance + (float)defender->itembonuses.RiposteChance) / 100.0f;
skill = GetSkill(RIPOSTE);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(RIPOSTE, other, -10);
}
if (!ghit) { //if they are not using a garunteed hit discipline
bonus = 2.0 + skill/60.0 + (GetDEX()/200);
bonus *= riposte_chance;
bonus = mod_riposte_chance(bonus, attacker);
RollTable[0] = bonus + (itembonuses.HeroicDEX / 25); // 25 heroic = 1%, applies to ripo, parry, block
}
}
///////////////////////////////////////////////////////
// block
///////////////////////////////////////////////////////
bool bBlockFromRear = false;
bool bShieldBlockFromRear = false;
if (this->IsClient()) {
int aaChance = 0;
// a successful roll on this does not mean a successful block is forthcoming. only that a chance to block
// from a direction other than the rear is granted.
//Live AA - HightenedAwareness
int BlockBehindChance = aabonuses.BlockBehind + spellbonuses.BlockBehind + itembonuses.BlockBehind;
if (BlockBehindChance && (BlockBehindChance > MakeRandomInt(1, 100))){
bBlockFromRear = true;
if (spellbonuses.BlockBehind || itembonuses.BlockBehind)
bShieldBlockFromRear = true; //This bonus should allow a chance to Shield Block from behind.
}
}
float block_chance = 0.0f;
if (damage > 0 && CanThisClassBlock() && (!other->BehindMob(this, other->GetX(), other->GetY()) || bBlockFromRear)) {
block_chance = (100.0f + (float)spellbonuses.IncreaseBlockChance + (float)itembonuses.IncreaseBlockChance) / 100.0f;
skill = CastToClient()->GetSkill(BLOCKSKILL);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(BLOCKSKILL, other, -10);
}
if (!ghit) { //if they are not using a garunteed hit discipline
bonus = 2.0 + skill/35.0 + (GetDEX()/200);
bonus = mod_block_chance(bonus, attacker);
RollTable[1] = RollTable[0] + (bonus * block_chance);
}
}
else{
RollTable[1] = RollTable[0];
}
if(damage > 0 && (aabonuses.ShieldBlock || spellbonuses.ShieldBlock || itembonuses.ShieldBlock)
&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
bool equiped = CastToClient()->m_inv.GetItem(14);
if(equiped) {
uint8 shield = CastToClient()->m_inv.GetItem(14)->GetItem()->ItemType;
float bonusShieldBlock = 0.0f;
if(shield == ItemTypeShield) {
//Live AA - Shield Block
bonusShieldBlock = aabonuses.ShieldBlock + spellbonuses.ShieldBlock + itembonuses.ShieldBlock;
RollTable[1] += bonusShieldBlock;
}
}
}
if(damage > 0 && (aabonuses.TwoHandBluntBlock || spellbonuses.TwoHandBluntBlock || itembonuses.TwoHandBluntBlock)
&& (!other->BehindMob(this, other->GetX(), other->GetY()) || bShieldBlockFromRear)) {
bool equiped2 = CastToClient()->m_inv.GetItem(13);
if(equiped2) {
uint8 TwoHandBlunt = CastToClient()->m_inv.GetItem(13)->GetItem()->ItemType;
float bonusStaffBlock = 0.0f;
if(TwoHandBlunt == ItemType2HB) {
bonusStaffBlock = aabonuses.TwoHandBluntBlock + spellbonuses.TwoHandBluntBlock + itembonuses.TwoHandBluntBlock;
RollTable[1] += bonusStaffBlock;
}
}
}
//////////////////////////////////////////////////////
// parry
//////////////////////////////////////////////////////
float parry_chance = 0.0f;
if (damage > 0 && CanThisClassParry() && !other->BehindMob(this, other->GetX(), other->GetY()))
{
parry_chance = (100.0f + (float)defender->spellbonuses.ParryChance + (float)defender->itembonuses.ParryChance) / 100.0f;
skill = CastToClient()->GetSkill(PARRY);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(PARRY, other, -10);
}
if (!ghit) { //if they are not using a garunteed hit discipline
bonus = 2.0 + skill/60.0 + (GetDEX()/200);
bonus *= parry_chance;
bonus = mod_parry_chance(bonus, attacker);
RollTable[2] = RollTable[1] + bonus;
}
}
else{
RollTable[2] = RollTable[1];
}
////////////////////////////////////////////////////////
// dodge
////////////////////////////////////////////////////////
float dodge_chance = 0.0f;
if (damage > 0 && CanThisClassDodge() && !other->BehindMob(this, other->GetX(), other->GetY()))
{
dodge_chance = (100.0f + (float)defender->spellbonuses.DodgeChance + (float)defender->itembonuses.DodgeChance) / 100.0f;
skill = CastToClient()->GetSkill(DODGE);
if (IsClient()) {
CastToClient()->CheckIncreaseSkill(DODGE, other, -10);
}
if (!ghit) { //if they are not using a garunteed hit discipline
bonus = 2.0 + skill/60.0 + (GetAGI()/200);
bonus *= dodge_chance;
//DCBOOMKAR
bonus = mod_dodge_chance(bonus, attacker);
RollTable[3] = RollTable[2] + bonus - (itembonuses.HeroicDEX / 25) + (itembonuses.HeroicAGI / 25);
}
}
else{
RollTable[3] = RollTable[2];
}
At the TOP
(red) if you CAN riposte ... heroic dexterity is added.
At the bottom
(yellow) if you can dodge Heroic dexterity is removed.. even for classes that DID not get the bonus as they cannot riposte.
From testing I made a toon with pure Heroic Dexterity (necromancer) and it gave him
NEGATIVE 46 percent chance to dodge!
2nd issue...
As a warrior they gain bonus to parry from Dexterity
(MediumTurquoise)
That parry bonus from NORMAL dexterity is not removed for warriors when they calculate DODGE!
(yellow)
Level 1 warrior with no gear... (base stats on Dark elf)
6% riposte
6% block
14% Parry
21% Dodge
Level 70 necromancer with uber stats... (also dark elf screenshot of stats)
0% riposte
0% block
0% parry
-46% dodge (Hell ya!)
I have noticed this issue before.. just never really looked into it till now.
Any way we could get a fix for this to make checks before actually removing heroic dexterity?