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  #1  
Old 12-31-2012, 05:04 PM
Irreverent
The Solo Server
 
Join Date: May 2007
Posts: 416
Default Warrior / Zerk Base crit rule issue?

I just did a PEQ DB & most recent SVN of the code and my warriors/zerkers stopped critting

Looking at the rules, they had these values in my player tables(as well as the same default values in the PEQ load_player)

Combat:WarBerBaseCritChance = 0.03
Combat:BerserkBaseCritChance = 0.06

But, in game if you did a #rules get on either of those, they showed 0 which reflected what we were seeing.

I know there was some redo to the combat code for fall-offs and such, did this go from a 0.0x (x100 in the code) to now needing to be an int? (Meaning instead of 0.03 it needs to be a 3?)

Just an observation and wanted comments...or help other servers that may have this problem. (Since most servers have 70+ with AA's it may not be as obvious, but its effecting them too) I just have a lot of < 51 with no AA's and I noticed it.

Thoughts?
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  #2  
Old 12-31-2012, 05:22 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

Just did a bit of digging around on the SVN and those rules were changed from floating point values to integers in Rev1737 (back in 2010):

http://code.google.com/p/projecteqem...on/ruletypes.h

In that update, the defaults in the code were changed to the following values:
Code:
RULE_INT ( Combat, WarBerBaseCritChance, 3 ) //The base crit chance for warriors and berserkers, only applies to clients
RULE_INT ( Combat, BerserkBaseCritChance, 6 ) //The bonus base crit chance you get when you're berserk
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  #3  
Old 12-31-2012, 05:24 PM
Akkadius's Avatar
Akkadius
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Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by Irreverent View Post
I just did a PEQ DB & most recent SVN of the code and my warriors/zerkers stopped critting

Looking at the rules, they had these values in my player tables(as well as the same default values in the PEQ load_player)

Combat:WarBerBaseCritChance = 0.03
Combat:BerserkBaseCritChance = 0.06

But, in game if you did a #rules get on either of those, they showed 0 which reflected what we were seeing.

I know there was some redo to the combat code for fall-offs and such, did this go from a 0.0x (x100 in the code) to now needing to be an int? (Meaning instead of 0.03 it needs to be a 3?)

Just an observation and wanted comments...or help other servers that may have this problem. (Since most servers have 70+ with AA's it may not be as obvious, but its effecting them too) I just have a lot of < 51 with no AA's and I noticed it.

Thoughts?
responding with phone;


Are you running latest code? there were issues with rules that were resolved. I'm sure you have more issues that are rule related.

check that and leery New know.

btw auto correct sucks
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  #4  
Old 12-31-2012, 05:25 PM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by Derision View Post
Just did a bit of digging around on the SVN and those rules were changed from floating point values to integers in Rev1737 (back in 2010):

http://code.google.com/p/projecteqem...on/ruletypes.h

In that update, the defaults in the code were changed to the following values:
Code:
RULE_INT ( Combat, WarBerBaseCritChance, 3 ) //The base crit chance for warriors and berserkers, only applies to clients
RULE_INT ( Combat, BerserkBaseCritChance, 6 ) //The bonus base crit chance you get when you're berserk
that would do it too
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  #5  
Old 12-31-2012, 06:40 PM
Irreverent
The Solo Server
 
Join Date: May 2007
Posts: 416
Default

I was worried about that too, so I did a full load_player.sql to a different database and did a compare.

aka
Code:
select a.rule_name, a.rule_value, b.rule_value from mydatabase.rule_values a, PEQ.rule_values b where a.rule_name = b.rule_name and a.rule_value <> b.rule_value
That's why it was weird, because the peq2294 svn still had the .03 and .06 values in them.
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  #6  
Old 06-03-2013, 07:16 AM
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Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default This still an issue?

I have warrior on my server that told me he has never seen a critical hit yet and he is currently 26th level. I did a bandaid fix by placing cleave I on his kobold skull charm but I know this is not the answer. I looked in the rules table and saw the above mentioned rules but I also noticed that there was arule for wizards to start critting with spells at level 12 but not one for the warrior. Could this be the issue? My coding knowledge is very limited so hopefully this doesn't make me sound like a complete idiot.
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  #7  
Old 06-03-2013, 09:34 AM
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Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default Edit for above post

I forgot to include that I am running peq db rev. 2506. Wizard crits are working properly as are ranger archery crits. I cannot verify zerker crits at this time. Sorry for double post but it would not let me edit my previous post.
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  #8  
Old 06-04-2013, 07:13 AM
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Mortow
Hill Giant
 
Join Date: Apr 2013
Posts: 215
Default Fixed

I used the values from above and changed from 0.03 to 3 and from 0.06 to 6 in the rules_values table and it seemed to fix the issue.
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  #9  
Old 03-23-2015, 10:24 PM
xplodr
Sarnak
 
Join Date: Jan 2009
Location: Florida
Posts: 53
Default Still an issue

Over the last 9 years or so I've played EQemu I have noticed that this bug is still in game, even to this day warriors and berserkers do not crit until they get aa's. This means that even with aa's they do not crit more than other classes like they're supposed to.
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