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View Full Version : Rule Value Cap Limits?


revloc02c
01-09-2013, 12:10 AM
In the rule_values table there are several cap rules:
Character:ItemManaRegenCap
Character:ItemHealthRegenCap
Character:ItemDamageShieldCap
Character:ItemAccuracyCap
Character:ItemAvoidanceCap
Character:ItemCombatEffectsCap
Character:ItemShieldingCap
Character:ItemSpellShieldingCap
Character:ItemDoTShieldingCap
Character:ItemStunResistCap
Character:ItemStrikethroughCap
Character:HasteCap
Character:ItemExtraDmgCap
Character:ItemEnduranceRegenCap
Character:ItemClairvoyanceCap
Character:ItemHealAmtCap
Character:ItemSpellDmgCap
Character:ItemDSMitigationCap
Does anyone know what the upper limits are on these?

lerxst2112
01-09-2013, 01:58 AM
For the rules themselves? 2,147,483,647.

Most bonuses would roll over above 32,767 though, and that is a cumulative total for each bonus, so more than one item/spell/etc. can add to them.

Haste provides no additional benefit once a weapon's delay is reduced to the MinHastedDelay rule value.

revloc02c
01-09-2013, 07:21 PM
So for example if I wanted to raise the cap on haste like:
Character:HasteCap = 200
This would work fine? Given the right items and buffs (and an accommodating MinHastedDelay setting) the PC would be able to appropriately utilize such a setting?

(FYI: The notes in the db say, "Haste cap for item haste + spell haste(not including overhaste)")

lerxst2112
01-09-2013, 10:54 PM
Yes, 200 is fine for that value.

revloc02c
01-11-2013, 08:40 PM
Haste provides no additional benefit once a weapon's delay is reduced to the MinHastedDelay rule value.
Could someone elaborate on this please?

And if you could further explain MinHastedDelay in general too. What's it do? Is lower or higher better?

lerxst2112
01-11-2013, 10:24 PM
Haste effectively reduces delay. Without any haste, a weapon with delay 10 would swing once per second. If you had enough haste to reduce that delay to 4 you would have 2.5 swings per second. The MinHastedDelay is is the lowest the delay will be allowed to get to. 400 = 2.5 attacks per second maximum.

revloc02c
01-12-2013, 03:47 PM
Ah, thanks. That is very helpful to know.

So just to clarify if I wanted the lowest delay to be a 1, so 10 swings per second, I would set MinHastedDelay=100.

Correct?

Phantons
01-12-2013, 03:52 PM
MinHastedDelay=100 would mean 1 swing every 10 sec, I'm pretty sure. If you want 10 swings a second, you should set MinHastedDelay to 1. MinHastedDelay means the lowest the delay on a weapon can be, so if it's 100, the lowest delay on a weapon would be 100. Meaning 1 attack every 10 seconds. If I got anything in this post wrong, let me know and I'll edit it out so no one reads over it and gets the wrong idea.

lerxst2112
01-12-2013, 05:35 PM
MinHastedDelay=100 would mean 1 swing every 10 sec, I'm pretty sure. If you want 10 swings a second, you should set MinHastedDelay to 1. MinHastedDelay means the lowest the delay on a weapon can be, so if it's 100, the lowest delay on a weapon would be 100. Meaning 1 attack every 10 seconds. If I got anything in this post wrong, let me know and I'll edit it out so no one reads over it and gets the wrong idea.

You are incorrect. That rule value is in milliseconds, so 400 = 40% of 1 second, or 2.5 swings per second at the cap.

lerxst2112
01-12-2013, 05:39 PM
So just to clarify if I wanted the lowest delay to be a 1, so 10 swings per second, I would set MinHastedDelay=100.

Correct?

Theoretically yes. At that rate though, don't be surprised if the client or server react badly to that speed.

revloc02c
01-12-2013, 06:14 PM
Theoretically yes. At that rate though, don't be surprised if the client or server react badly to that speed.

Interesting. I was having second thoughts on that change anyway. In your humble opinion, would the client react badly to MinHastedDelay=200?

Or perhaps a better question is: What is the lowest MinHastedDelay you think the client would be able to handle happily?