an "ok" calculation
for player (client::attack)
Code:
int max_hit=
weapon_damage+
weapon_damage*(GetSkill(OFFENSE)/100)*(GetSkill(skillinuse)/100)
+ sizematters
+ GetSTR()/10 + GetDEX()/25 + GetINT()/100 + GetWIS()/75
;
for pets, mobs, etc (npc::attack)
Code:
int temp_max_dmg =
weapon_damage+
weapon_damage*(mylevel*5/100)*(mylevel*5/100)
//player's GetSkill(OFFENSE) being a master gives 1.0
//player's GetSkill(skillinuse)
+ sizematters
+ GetSTR()/10 + GetDEX()/25 + GetINT()/100 + GetWIS()/75
;
if you rip off the first "weapon_damage+" line you may get to better ballanced (less kickass) melee, but that would make casters happy who would get barely hit on lower levels..
after what i do count: well weapon damage as prior. then i add to this the weapon damage compared to master level in offense and actual weapon skill (by npc this is level *5 so they are same level with each weapon) then we add the sizematters modifier as a "bane" damage (see prev posts about size and level differences) then we give +1 damage after each 10str, 25dex, 100int, 75wis.. why int and wis? well.. ever wondered why war gets "some" of such gears (pre-hardcoresonycrap of course).. because knowing your enemy is power.. not much.. but +1 dam may be worth for any regular minded (human for example and not troll) warrior worth to make that 100 int or 75 wis...