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View Full Version : Fix: Monk H2H damage above 60


Mongrel
12-22-2003, 07:32 PM
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

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

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

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

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.

Mongrel
01-14-2004, 02:52 AM
Just bumping this, because the tables are still wrong in the latest cvs on Shawns cvs page (as of 01-12-04).

Trumpcard
01-14-2004, 04:02 AM
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.

Trumpcard
01-14-2004, 11:49 AM
Okay, merged... should be available in the next cvs...

Mongrel
01-14-2004, 06:49 PM
I thought matching EQ live was the whole point of the emu? Customizing the emu afterwards is easy.

Trumpcard
01-15-2004, 03:18 AM
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

Mongrel
01-15-2004, 03:49 AM
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.

Our damage mitigation is way off, our values are completely different...
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.

a_Guest03
01-15-2004, 04:52 AM
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.