ok I changed all of them to 1000,100 (ATK and Accuracy, respectively)... no effect.
Trying 2000,2000... marginal gain, maybe 50% miss rate with no gear..
Trying 5000,5000... starting to look like a real fight.. But with gear, its back to miss miss miss miss miss hit...
So it does appear to change with database modification. Looking through the code, only Accuracy appears to modify whether or not the npc hits.
I'll post the issue with peq.
There is still the riposte problem, which is part of the AvoidDamage section of combat. Riposte should be part of Attack method, and occur before we know whether or not it MAY hit, or even before you know how much damage may hit.. At this point, only if damage is above zero, THEN only if it hits, is there the chance of the riposte.. And if the chance is 10000%, as in the case of discipline, it should be riposting on every attack. Maybe AvoidDamage should happen before the GetWeaponDamage call.
Gonna analyze the code and think about the bigger picture for a while..
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