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Support::Windows Servers Support forum for Windows EQEMu users. |
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12-31-2012, 05:04 PM
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The Solo Server
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Join Date: May 2007
Posts: 416
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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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OP of Irreverent Server (The Solo Server)
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12-31-2012, 05:22 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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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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12-31-2012, 05:24 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Irreverent
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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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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12-31-2012, 05:25 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Derision
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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that would do it too
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12-31-2012, 06:40 PM
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The Solo Server
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Join Date: May 2007
Posts: 416
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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.
__________________
OP of Irreverent Server (The Solo Server)
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06-03-2013, 07:16 AM
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Hill Giant
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Join Date: Apr 2013
Posts: 215
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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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06-03-2013, 09:34 AM
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Hill Giant
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Join Date: Apr 2013
Posts: 215
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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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06-04-2013, 07:13 AM
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Hill Giant
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Join Date: Apr 2013
Posts: 215
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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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03-23-2015, 10:24 PM
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Sarnak
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Join Date: Jan 2009
Location: Florida
Posts: 53
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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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