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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |
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09-29-2008, 06:37 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Veteran's Wrath AA
For AndMetal,
This AA is making the classes that have it crit insanely high lol. I think it is due to the section marked in RED below:
Code:
if(critChance > 0){
if(MakeRandomFloat(0, 1) <= critChance)
{
damage = (damage * critMod) / 100;
//Veteran's Wrath AA
//first, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
damage *= GetAA(aaVeteransWrath) * 15; //AndMetal: guessing
if(IsClient() && CastToClient()->berserk)
{
entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s lands a crippling blow!(%d)", GetCleanName(), damage);
}
else
{
entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s scores a critical hit!(%d)", GetCleanName(), damage);
}
I am changing the multiplier to 1.1 to see how that looks for now lol. Either way, this should be changed on the new SVN ASAP :P
Nice work getting the new AAs working though, other than this one. Have had mostly good feedback so far. Also for some reason, something is causing all other classes to always crit for 0, but I am still looking into why that is.
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09-29-2008, 08:09 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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After searching around for the cause of all other character critting for 0, it seems to all come back to this code lol. Looks like you are multiplying ALL crits by the veteran's wrath AA, which for classes or characters that don't have that AA would equal 0. So, all crits are being multiplied by 0 basically. Going to comment that whole AA code out in my source for now. Might mess with it later.
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09-29-2008, 08:15 AM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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At least he didn't divide by 0 =)
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09-29-2008, 02:40 PM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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My apologies. I blame the lack of sleep. This should fix it (and I'll update to SVN):
In zone/attack.cpp around line 3157, change
Code:
//Veteran's Wrath AA
//first, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
damage *= GetAA(aaVeteransWrath) * 15; //AndMetal: guessing
to
Code:
//Veteran's Wrath AA
//first, find out of we have it (don't multiply by 0 :-\ )
int32 AAdmgmod = GetAA(aaVeteransWrath);
if (AAdmgmod > 0) {
//now, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
damage *= (AAdmgmod) * 15) / 100; //AndMetal: guessing
}
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09-29-2008, 05:36 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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That fix looks better  I will probably try it out tonight and see how it goes. I am not sure what the actual equation to calculate the bonus from the AA is doing though. But, I do know that with it being set to just * 15, it was causing hits for 25k from bards and up to like 75k from SKs lol.
I think it has an extra parenthesis that is marked in red below:
Code:
damage *= (AAdmgmod) * 15) / 100; //AndMetal: guessing
So, when it gets the AA (GetAA(aaVeteransWrath)), it is just getting the number of how many points they have in it, correct? So, if they have 1 point trained, your equation would look like:
Code:
damage *= (1 * 15) / 100; // Total equals 0.15
And if they have 5 points trained in the AA, the equation would be:
Code:
damage *= (5 * 15) / 100; // Total equals 0.75
And, if I am correct in thinking this, does that mean it is going to multiply all damage by the total amount that I noted in the comments there? Will that replace the critmod multiplier here?:
Code:
damage = (damage * critMod) / 100;
Or is it supposed to add to it? I am not exactly clear on understanding this as you can see  But, if you multiply anything by less than 1, you would be reducing damage instead of increasing it. I am probably totally wrong in understanding what this is doing though, lol. I don't even know what *= does, I am just assuming it means "multiplier equals" or something.
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09-29-2008, 07:18 PM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Wow, I feel really special... Keep forgetting that you have to add 1.
Code:
//Veteran's Wrath AA
//first, find out of we have it (don't multiply by 0 :-\ )
int32 AAdmgmod = GetAA(aaVeteransWrath);
if (AAdmgmod > 0) {
//now, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
damage *= ((AAdmgmod * 15) / 100) + 100; //AndMetal: guessing
}
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09-30-2008, 12:03 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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After discussing this with AndMetal, I think we both came to a solution that should probably finalize this AA. I will test this code out tonight, but I think it looks like the best way to do it:
Code:
//Veteran's Wrath AA
//first, find out of we have it (don't multiply by 0 :-\ )
int32 AAdmgmod = GetAA(aaVeteransWrath);
if (AAdmgmod > 0) {
//now, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
critMod += AAdmgmod * 3; //AndMetal: guessing
}
damage = (damage * critMod) / 100;
Last edited by trevius; 09-30-2008 at 08:28 AM..
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09-30-2008, 12:50 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Can someone explain what this aa is supposed to do?
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09-30-2008, 12:53 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Not at home to read the actual AA message, but from what AndMetal told me, I believe it is supposed to increase crit damage for non-special attacks.
In this case, we have it set to add 3% damage per train level of the AA, so a total of +15% max. So, if critmod is 200, then this would make it 215 (max). Nothing too overpowering, but a decent little boost in non-special attack crits.
Last edited by trevius; 09-30-2008 at 08:56 AM..
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09-30-2008, 01:07 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Ah, I was looking at what was committed and going: what the hell are they trying to accomplish?
This can be done pretty easily.
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09-30-2008, 01:11 AM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by KLS
This can be done pretty easily.
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Yeah, I'm just retarded, lol. I'm not sure if i committed the fix yet... if not, I will in a few.
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11-05-2008, 02:20 PM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Seems that the pre-requisite for this is currently set to Mastery of the Past. Seems more like it should be Fury of the Ages (PoP AA, increases chance to crit). Am I mistaken in thinking that?
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11-06-2008, 02:26 AM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by So_1337
Seems that the pre-requisite for this is currently set to Mastery of the Past. Seems more like it should be Fury of the Ages (PoP AA, increases chance to crit). Am I mistaken in thinking that?
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According to my sources, you are correct:
Quote:
Veterans Wrath
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 67, 68, 69
Requirements: Fury of the Ages at Level 3.
This ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
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However, this is handled in the DB (see altadv_vars).
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11-06-2008, 09:26 AM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Nevermind the post. Seems to be a problem with a specific custom server's database. Everything looks fine in PEQ's. Thanks for the pointer, AndMetal.
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