Quote:
Originally Posted by animepimp
You know whats a much better idea that a value in the Db just turning max hit on and off is putting in the db a value ACMAXREDUC and ACMINREDUC or something like that. And the code reduces it by and random percentage between those two values. So scorp can set those at ACMAXREDUC=10 and ACMINREDUC=5 while peole wanting it close to live can set ACMINREDUC=0 and people who want it to be much more uber can set ACMAXREDUC=500 and ACMINREDUC=100.
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Borrowing from all the good ideas here, this is what I came up with:
First, I thought putting it in the DB would be a problem. It would mean the world builders would have to modify and come up with values for each npc in npc_types. Second, it seems to me this needs to be in the hands of the ServerOp and not world builders.
So, I propose instead the creation of 3 variables in the variables table.
ACfail - the percentage of time AC fails to protect. 0 would mean there was always some level of protection, 100 would mean AC has no affect. When AC fails, it will be possible to get a max dmg hit.
ACreduction - the percentage of AC that is ALWAYS reduced from a hit (except when AC fails with ACfail)
ACrandom - the maximum amount of additional protection AC provides. 0 would mean no additional protection is provided, otherwise an additional amount of reduction is calculated using a random percentage of 1 to this value (except when AC fails with ACfail)
So on our server ACfail=0, ACreduction=5, ACrandom=5. AC always provides protection of 5-10 percent.
Someone else might use ACfail=10, ACreduction=2, ACrandom=3 meaning that AC would fail 10% of the time and when it works you get 2-5% reduction.
Setting ACreduction to a value and ACrandom to 0 would give a constant reduction of a fixed percentage of the AC.
Setting ACrandom to a value and ACreduction to 0 would give a random reduction percentage of the AC from 1 to ACrandom.
I think this would give the ServerOps a lot of flexability.