Fix: Monk H2H damage above 60 
		
		
		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 Code: 
	static int damage[66] = {Code: 
	static int damage[66] = {Code: 
	static int delayshuman[66] = {Code: 
	static int delayshuman[66] = { | 
		
 Just bumping this, because the tables are still wrong in the latest cvs on Shawns cvs page (as of 01-12-04). 
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 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.  | 
		
 Okay, merged... should be available in the next cvs... 
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 I thought matching EQ live was the whole point of the emu? Customizing the emu afterwards is easy. 
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 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  | 
		
 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. 
	Quote: 
	
 I agree though, I don't like the current live EQ either.  | 
		
 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.  | 
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