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  #1  
Old 08-21-2019, 08:43 PM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 167
Default 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;
	}
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  #2  
Old 08-22-2019, 10:28 AM
chrsschb's Avatar
chrsschb
Dragon
 
Join Date: Nov 2008
Location: GA
Posts: 838
Default

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).
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  #3  
Old 08-22-2019, 10:30 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 167
Default

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.
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  #4  
Old 08-22-2019, 10:37 AM
chrsschb's Avatar
chrsschb
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Join Date: Nov 2008
Location: GA
Posts: 838
Default

Quote:
Originally Posted by jsr View Post
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
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  #5  
Old 08-22-2019, 10:40 AM
jsr
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Join Date: Aug 2008
Location: melbourne
Posts: 167
Default

Thanks for clearing it up.
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