View Full Version : Combat changes when updating (help)
eqwarrior
07-01-2009, 09:03 AM
I just updated from my last source code on May 09, 2009 to current June 30, 2009, and now the users (On EZ Server) are complaining that they can't survive any of the zones. Any ideas how to fix this? All the mobs accuracy is at 0. Its happening at all levels, not just max levels with bosses.
Is there anything in the source code that I can edit before compliling?
Is there anything in rule_values that I can edit? I noticed some new rules when I sourced them in, and now half the descriptions are missing and replaced with 'notation' or something.
Seems the mobs hit too often and too hard. Stats are not crazy, Pls help.
-Hunter
ChaosSlayerZ
07-01-2009, 10:16 AM
there should be a Rule controling npc chance to hit, which by default set to something like 65%, make it lower - like 55%
other than that - you would have to lower npc max dmg
update npc_types set maxdmg=maxdmg*0.8; - will reduce npc dmg by 20% for all npcs
eqwarrior
07-01-2009, 11:23 AM
Thanks, will try that.
eqwarrior
07-01-2009, 11:44 AM
there should be a Rule controling npc chance to hit, which by default set to something like 65%, make it lower - like 55%
other than that - you would have to lower npc max dmg
update npc_types set maxdmg=maxdmg*0.8; - will reduce npc dmg by 20% for all npcs
Is this what you were talking about? Cause I don't see any hit chance for NPC's.
"0 Combat:BaseHitChance 69 notation"
I'll make that lower and see if it helps. Does that affect players and npcs? Is there something just to affect NPCs?
ChaosSlayerZ
07-01-2009, 11:51 AM
Is this what you were talking about? Cause I don't see any hit chance for NPC's.
"0 Combat:BaseHitChance 69 notation"
I'll make that lower and see if it helps. Does that affect players and npcs? Is there something just to affect NPCs?
that one affects players. there should be one just for npcs.. i will look what it should be.
ChaosSlayerZ
07-01-2009, 11:57 AM
ok apparently i was mistanken, or npc rule was removed.
so just work with maxdmg then
eqwarrior
07-01-2009, 12:13 PM
Thanks for quick reply.
I wish there was a list of ALL rule values with a description for each one, so we know which rules are still working and what they do. I saw a wiki but it was not complete.
ChaosSlayerZ
07-01-2009, 12:20 PM
Thanks for quick reply.
I wish there was a list of ALL rule values with a description for each one, so we know which rules are still working and what they do. I saw a wiki but it was not complete.
oh I was telling that to devs for the last year :D
eqwarrior
07-01-2009, 12:27 PM
sad face :(
ChaosSlayerZ
07-01-2009, 12:50 PM
yeah for example I have opened up rule.h file and found a whole bunch of rules dealing with mobs cons of blue, white and yellow which were NEVER even mentioned in server changelog file, and no explanation on what they do.
Ans till trying to get devs to confess how does Combat:AgiHitFactor works and what its values mean. :D
eqwarrior
07-02-2009, 09:40 AM
How can I change the mob accuracy? Players are crying a lot here.
Dibalamin
07-02-2009, 09:44 AM
I think you can reduce their accuracy by reducing it in the NPCs stats. Other than that I'm not sure. Ours all default to 0.
Two rules you can use to mod accuracy.
(Combat, BaseHitChance) - Everyone's base accuracy.
(Combat, NPCBonusHitChance) - NPCs get this bonus to accuracy.
ChaosSlayerZ
07-02-2009, 04:05 PM
Two rules you can use to mod accuracy.
(Combat, BaseHitChance) - Everyone's base accuracy.
(Combat, NPCBonusHitChance) - NPCs get this bonus to accuracy.
Ha! I knew there was one, I just could not find it.
can bonus be negative number?
ALSO, KLS could you please explain recently added rules for "con scaling"?
and: Combat:AgiHitFactor ?
eqwarrior
07-02-2009, 05:28 PM
I would like to know too please.
gaeorn
07-02-2009, 07:16 PM
I believe if the chance = 1.0, it is no modification. less than 1 is lower hit chance, greater than one is higher.
ChaosSlayerZ
07-02-2009, 10:10 PM
Does this applies ot AGi rule.. or which? =)
if yes, how does this reads in terms of X AGI to Y dodge chance? or something?
The con scaling is fairly simple:
(Character, UseXPConScaling)
(Character, LightBlueModifier)
(Character, BlueModifier)
(Character, WhiteModifier)
(Character, YellowModifier)
(Character, RedModifier)
If UsXPConScaling is true then you scale npc death exp to this con system. The other rules simply state how much that con is supposed to give, so WhiteModifier is default 100 so white cons give 100% experience, red 150 - 150% exp, light blue 40 - 40% exp etc.
Agil hit factor simply defenders agil * this number = how much % chance to hit they gain. It's additive so 310 agil is exactly 3.1% chance less to be hit if this is default.
ChaosSlayerZ
07-02-2009, 10:50 PM
thank you for replying KLS!
I assume 1 is default for AGI?
then if I set it to say 2, then 310 AGI produces 6.2% effect?
Default is 0.01, but yes if you change it to 0.02 it will be 6.2%, if you change it to 0.015 it will be 4.65% etc.
ChaosSlayerZ
07-02-2009, 11:45 PM
ok got it, thanks =)
zergling
07-03-2009, 11:03 AM
The con scaling is fairly simple:
(Character, UseXPConScaling)
(Character, LightBlueModifier)
(Character, BlueModifier)
(Character, WhiteModifier)
(Character, YellowModifier)
(Character, RedModifier)
Are those settable as DB options or only as compile options?
ChaosSlayerZ
07-03-2009, 11:32 AM
they are in DB rule section
Rules are always settable in the db, if they don't exist in the db they use the default value but you can still set them in game from #rules setdb.
I actually try to get away from compile options where I can, in fact I added two new rules that were compile options before today.
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