Proc rates
I m posting this that follows a serious and passionated debate on PEQ's forums. I didnt posted there since Ylosh suggested and identified the problem (for some other reasons too, linked to my own person safety lol).
zone/attack.cpp Code:
float Mob::GetProcChances(float &ProcBonus, float &ProcChance) { Imho, this is a misinterpretation of the AA, which is that we have to increase the chance of 5 to 25%. IE, if you got 5% chances, with WA, it should be between 5.25 to 6.25 (5*5%/25%), not 5+(5%/25%). Code:
ProcChance = (float(mydex) / 3020.0f ) * (1.0f+ProcBonus)); the first formula gives : 255/3020+25=33,44% (Ylosh got such values with mlog) the second one gives : (255/3020)*1.25=10.55% Even the second formula is high compared to live, due probably to the dex/3020 which is perhaps not the right formula (it could be scaled and not linear). |
Proc rates are working better now.
Althought, i wonder if they are really working like they should with weapon that have proc rate modifiers, like the summoned cleric hammers (lvl 58 one for example). A lvl 65 cleric, with around 130 dex procs on each swing, hit or miss. |
All times are GMT -4. The time now is 12:05 PM. |
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.