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-   -   Warrior / Zerk Base crit rule issue? (https://www.eqemulator.org/forums/showthread.php?t=36189)

Irreverent 12-31-2012 05:04 PM

Warrior / Zerk Base crit rule issue?
 
I just did a PEQ DB & most recent SVN of the code and my warriors/zerkers stopped critting

Looking at the rules, they had these values in my player tables(as well as the same default values in the PEQ load_player)

Combat:WarBerBaseCritChance = 0.03
Combat:BerserkBaseCritChance = 0.06

But, in game if you did a #rules get on either of those, they showed 0 which reflected what we were seeing.

I know there was some redo to the combat code for fall-offs and such, did this go from a 0.0x (x100 in the code) to now needing to be an int? (Meaning instead of 0.03 it needs to be a 3?)

Just an observation and wanted comments...or help other servers that may have this problem. (Since most servers have 70+ with AA's it may not be as obvious, but its effecting them too) I just have a lot of < 51 with no AA's and I noticed it.

Thoughts?

Derision 12-31-2012 05:22 PM

Just did a bit of digging around on the SVN and those rules were changed from floating point values to integers in Rev1737 (back in 2010):

http://code.google.com/p/projecteqem...on/ruletypes.h

In that update, the defaults in the code were changed to the following values:
Code:

RULE_INT ( Combat, WarBerBaseCritChance, 3 ) //The base crit chance for warriors and berserkers, only applies to clients
RULE_INT ( Combat, BerserkBaseCritChance, 6 ) //The bonus base crit chance you get when you're berserk


Akkadius 12-31-2012 05:24 PM

Quote:

Originally Posted by Irreverent (Post 215826)
I just did a PEQ DB & most recent SVN of the code and my warriors/zerkers stopped critting

Looking at the rules, they had these values in my player tables(as well as the same default values in the PEQ load_player)

Combat:WarBerBaseCritChance = 0.03
Combat:BerserkBaseCritChance = 0.06

But, in game if you did a #rules get on either of those, they showed 0 which reflected what we were seeing.

I know there was some redo to the combat code for fall-offs and such, did this go from a 0.0x (x100 in the code) to now needing to be an int? (Meaning instead of 0.03 it needs to be a 3?)

Just an observation and wanted comments...or help other servers that may have this problem. (Since most servers have 70+ with AA's it may not be as obvious, but its effecting them too) I just have a lot of < 51 with no AA's and I noticed it.

Thoughts?

responding with phone;


Are you running latest code? there were issues with rules that were resolved. I'm sure you have more issues that are rule related.

check that and leery New know.

btw auto correct sucks

Akkadius 12-31-2012 05:25 PM

Quote:

Originally Posted by Derision (Post 215827)
Just did a bit of digging around on the SVN and those rules were changed from floating point values to integers in Rev1737 (back in 2010):

http://code.google.com/p/projecteqem...on/ruletypes.h

In that update, the defaults in the code were changed to the following values:
Code:

RULE_INT ( Combat, WarBerBaseCritChance, 3 ) //The base crit chance for warriors and berserkers, only applies to clients
RULE_INT ( Combat, BerserkBaseCritChance, 6 ) //The bonus base crit chance you get when you're berserk


that would do it too

Irreverent 12-31-2012 06:40 PM

I was worried about that too, so I did a full load_player.sql to a different database and did a compare.

aka
Code:

select a.rule_name, a.rule_value, b.rule_value from mydatabase.rule_values a, PEQ.rule_values b where a.rule_name = b.rule_name and a.rule_value <> b.rule_value
That's why it was weird, because the peq2294 svn still had the .03 and .06 values in them.

Mortow 06-03-2013 07:16 AM

This still an issue?
 
I have warrior on my server that told me he has never seen a critical hit yet and he is currently 26th level. I did a bandaid fix by placing cleave I on his kobold skull charm but I know this is not the answer. I looked in the rules table and saw the above mentioned rules but I also noticed that there was arule for wizards to start critting with spells at level 12 but not one for the warrior. Could this be the issue? My coding knowledge is very limited so hopefully this doesn't make me sound like a complete idiot.

Mortow 06-03-2013 09:34 AM

Edit for above post
 
I forgot to include that I am running peq db rev. 2506. Wizard crits are working properly as are ranger archery crits. I cannot verify zerker crits at this time. Sorry for double post but it would not let me edit my previous post.

Mortow 06-04-2013 07:13 AM

Fixed
 
I used the values from above and changed from 0.03 to 3 and from 0.06 to 6 in the rules_values table and it seemed to fix the issue.

xplodr 03-23-2015 10:24 PM

Still an issue
 
Over the last 9 years or so I've played EQemu I have noticed that this bug is still in game, even to this day warriors and berserkers do not crit until they get aa's. This means that even with aa's they do not crit more than other classes like they're supposed to.


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