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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