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Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days. |
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12-22-2003, 07:32 PM
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Hill Giant
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Join Date: Jul 2003
Location: Germany
Posts: 232
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Fix: Monk H2H damage above 60
The monk damage/delay table is slightly off for levels above 60. Here are the correct ones: (from the forums on monkly-business.com)
attack.cpp:
In Mob::GetMonkHandToHandDamage change
Code:
static int damage[66] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
99, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7,
8, 8, 8, 8, 8, 9, 9, 9, 9, 9,10,10,10,10,10,11,11,11,11,11,
12,12,12,12,12,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,
15,15,16,16,17,18 };
to
Code:
static int damage[66] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
99, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7,
8, 8, 8, 8, 8, 9, 9, 9, 9, 9,10,10,10,10,10,11,11,11,11,11,
12,12,12,12,12,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,
14,14,15,15,15,15 };
In Mob::GetMonkHandToHandDelay change
Code:
static int delayshuman[66] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,33,33,33,33,33,
32,32,32,32,32,31,31,31,31,31,30,30,30,29,29,29,28,28,28,27,
27,26,26,25,25,25 };
static int delaysiksar[66] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,
33,33,33,33,33,32,32,32,32,32,31,31,31,30,30,30,29,29,29,28,
28,27,27,26,26,26 };
to
Code:
static int delayshuman[66] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,33,33,33,33,33,
32,32,32,32,32,31,31,31,31,31,30,30,30,29,29,29,28,28,28,27,
26,24,22,20,20,20 };
static int delaysiksar[66] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,
33,33,33,33,33,32,32,32,32,32,31,31,31,30,30,30,29,29,29,28,
27,24,22,20,20,20 };
For a few days monk fists were 18dmg/20delay at 65 shortly after PoP release, but they're now 15/20 for both iksar and humans.
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01-14-2004, 02:52 AM
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Hill Giant
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Join Date: Jul 2003
Location: Germany
Posts: 232
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Just bumping this, because the tables are still wrong in the latest cvs on Shawns cvs page (as of 01-12-04).
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01-14-2004, 04:02 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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I'll do it tonight..
Personally, I dont see the point in matching EQLive (its designed for larger groups) , but as long as someone wants it i'll merge it in.
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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01-14-2004, 11:49 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Okay, merged... should be available in the next cvs...
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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01-14-2004, 06:49 PM
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Hill Giant
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Join Date: Jul 2003
Location: Germany
Posts: 232
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I thought matching EQ live was the whole point of the emu? Customizing the emu afterwards is easy.
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01-15-2004, 03:18 AM
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Demi-God
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Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Whats the point of matching eq live on our damage numbers? Our damage mitigation is way off, our values are completely different..
I don't want to be anything like eqLive personally, thats why I left, i'd rather we determine from scratch what works for us instead of basing it off them.. Thats just my opinion though.. What we base it on doesnt really matter
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
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01-15-2004, 03:49 AM
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Hill Giant
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Join Date: Jul 2003
Location: Germany
Posts: 232
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True, but have to have some point of reference. In the end it doesn't really matter if you hit a 200 HPs mob for 5 points of damage or a 400 HPs mob for 10 dmg, but you have to start somewhere.
Quote:
Our damage mitigation is way off, our values are completely different...
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What's the point of collecting live item and spawn data then? (Right ... to start somewhere, to have some point of reference; after that it's just customization)
I agree though, I don't like the current live EQ either.
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01-15-2004, 04:52 AM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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I'm still without a PC... I'm trying to get my online schoolwork done the hard way in busy labs!
I'll give this a look this weekend.
__________________
It's never too late to be something great.
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