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-   -   monk hand to hand scaling (https://www.eqemulator.org/forums/showthread.php?t=42572)

jsr 08-21-2019 08:43 PM

monk hand to hand scaling
 
Just looking over the newer H2H implementation and the delay scaling doesn't look right.

Code:

        if (RuleB(Combat, UseRevampHandToHand)) {
                // everyone uses this in the revamp!
                int skill = GetSkill(EQEmu::skills::SkillHandtoHand);
                int epic = 0;
                int iksar = 0;
                if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652 && GetLevel() > 46)
                        epic = 280;
                else if (GetRace() == IKSAR)
                        iksar = 1;
                if (epic > skill)
                        skill = epic;
                return iksar - skill / 21 + 38;
        }

This results in:
Level 1: 4/38
Level 10: 10/34
Level 20: 13/31
Level 30: 16/29
Level 40: 18/27
Level 50: 21/26

Epic is 21/25, which is redundant at level 54:

Level 54: 22/25
Level 60: 23/24
Level 70: 25/23

A few years back, there was some consensus that h2h delay on live servers is always 38, unless wearing the epic which sets delay to 26.

https://forums.daybreakgames.com/eq/...3#post-3315427

Following that it looks more like this

Code:

        if (RuleB(Combat, UseRevampHandToHand)) {
                // everyone uses this in the revamp!
                int iksar = 0;
                if (GetRace() == IKSAR)
                        iksar = 1;
                if (IsClient() && CastToClient()->GetItemIDAt(12) == 10652 && GetLevel() > 46)
                        return iksar + 26;

                return iksar +38;
        }


chrsschb 08-22-2019 10:28 AM

The 38 delay (26 epic) tables are TLP specific. They are based on skill level, not actual level (though the two go hand in hand).

jsr 08-22-2019 10:30 AM

I extrapolated the level values from skill.

Are you saying that the regular live servers have that delay progression? And epic is redundant at 54? If so that's a sad tale.

chrsschb 08-22-2019 10:37 AM

Quote:

Originally Posted by jsr (Post 263272)
I extrapolated the level values from skill.

Are you saying that the regular live servers have that delay progression? And epic is redundant at 54? If so that's a sad tale.

This is what live uses:

# 5, 34, 5/37
# 10, 64, 7/35
# 15, 94, 9/34
# 20, 124, 11/33
# 25, 150, 13/31
# 30, 175, 14/30
# 35, 200, 16/29
# 40, 220, 17/28
# 45, 240, 19/27
# 50, 260, 20/26
# 55, 280, 21/25
# 60, 295, 22/24
# 65, 310, 23/24
# 70, 325, 24/23
# 75, 335, 25/23
# 80, 345, 26/22

jsr 08-22-2019 10:40 AM

Thanks for clearing it up.


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