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Old 11-20-2010, 08:43 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 541
Default

The critical hit issue has been resolved. The problem was the fact that CriticalHitChance was being stored in a single variable while the spells that utilize this effect come with skill specific tags(also with the change to way the effect was added, it was adding all of the bonuses together).

For example Cleave:
Quote:
1: Increase Chance to Critical Hit by 40% with 1H Blunt
2: Increase Chance to Critical Hit by 40% with 1H Slashing
3: Increase Chance to Critical Hit by 40% with 2H Blunt
4: Increase Chance to Critical Hit by 40% with 2H Slashing
5: Increase Chance to Critical Hit by 40% with Backstab
6: Increase Chance to Critical Hit by 40% with Bash
7: Increase Chance to Critical Hit by 40% with Flying Kick
8: Increase Chance to Critical Hit by 40% with Hand To Hand
9: Increase Chance to Critical Hit by 40% with Kick
10: Increase Chance to Critical Hit by 40% with Piercing
11: Increase Chance to Critical Hit by 40% with 2H Piercing
I made 2 changes to fix this:

1.) Stored the data in an array like the other effects Ive added(skilldmgtaken) which allows for the bonuses to match the skills.

2.) Added a check so that item bonuses will not stack with themselves(ie Cleave I and Cleave II won't stack) but spell bonuses will stack(so things like speed of ellowind(1% bonus to crit) will stack with other crit bonus spells).

Also tidied up all the variables involved so that we have ints across the board(doesnt seem like we need floats for this).

Edit: Healrate fix went in as well, all issues I can find have been resolved so if you find anymore please let me know.
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