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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |

09-15-2008, 06:56 AM
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Sarnak
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Join Date: Sep 2008
Location: Canada
Posts: 53
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Mobs miss more than they should
I have been testing warrior's Furious Discipline, its supposed to riposte every incoming attack, not every incoming hit. Anyway, its only riposting any actual hit.
But I noticed something strange. I removed all of my gear, using just a crappy longsword as my only equipped piece. Set my level to 55, zone into poinnovation, pull a mob. It is missing 90% of the time, as if I had an AC of 5000 even though my AC is 659. It should be hitting me 90% of the time. My agi and dex are 95, no spells, nothing.
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09-15-2008, 07:51 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Did you enable the rule Combat:UseIntervalAC in your rule_values table and set it to true? If not, then try that. Also, if you want mobs to land hits more often, you can always adjust their attack rating and accuracy.
I don't think AC effects how often you are hit, only how hard you are hit for on average. The main factor in how often you are hit is your defense/dodge/parry/etc skill levels vs the level/accuracy of the mob.
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09-15-2008, 12:01 PM
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Sarnak
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Join Date: Sep 2008
Location: Canada
Posts: 53
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Yes UseIntervalValue is already set to true. This is happening with all mobs in pop. Going to try some luclin and norrath....
Ok went to ssratemple, still wearing NO GEAR, the mob would only hit once in 4-10 attacks.
So you are suggesting most or all mobs in the database have a low attack rating or accuracy? Lets have a look at the database values. Looks like all the mobs I've looked at have ATK and Accuracy equal to 0. Aggregating the database, every single mob has an ATK and Accuracy of 0. Looks like this is a PEQ problem. Anybody want to try this query on their database?
SELECT zone, max(ATK), max(Accuracy)
FROM npc_types AS nt
INNER JOIN spawnentry as se ON se.npcid=nt.id
INNER JOIN spawn2 AS s2 ON s2.spawngroupid=se.spawngroupid
GROUP BY zone;
I am going to try making changes globally to see if the server actually uses that data.
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09-15-2008, 12:36 PM
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Sarnak
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Join Date: Sep 2008
Location: Canada
Posts: 53
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ok I changed all of them to 1000,100 (ATK and Accuracy, respectively)... no effect.
Trying 2000,2000... marginal gain, maybe 50% miss rate with no gear..
Trying 5000,5000... starting to look like a real fight.. But with gear, its back to miss miss miss miss miss hit...
So it does appear to change with database modification. Looking through the code, only Accuracy appears to modify whether or not the npc hits.
I'll post the issue with peq.
There is still the riposte problem, which is part of the AvoidDamage section of combat. Riposte should be part of Attack method, and occur before we know whether or not it MAY hit, or even before you know how much damage may hit.. At this point, only if damage is above zero, THEN only if it hits, is there the chance of the riposte.. And if the chance is 10000%, as in the case of discipline, it should be riposting on every attack. Maybe AvoidDamage should happen before the GetWeaponDamage call.
Gonna analyze the code and think about the bigger picture for a while..
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09-15-2008, 05:24 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The combat system has gone through alot of changes in the past year. The accuracy and attack rating fields are both pretty new to the emulator, so PEQ didn't have them added. I think there is a default value that is set if they are set to 0 and 0. So, but setting them to something like 10 and 10 would actually make them hit less often and for less damage. These can be tuned, but I find that I have to do them on a zone by zone basis and test out how hard I want them to be for each zone I do. For raid mobs, I might use 2500AR and 300 Accuracy or so. Keep in mind that you will be missed due to parry and dodge even naked. So, your skill values play a part in this as well.
I do think that the database needs a big overhaul on these stats, but I don't think it is an easy job. I also imagine that it shouldn't be done until the combat system is considered to be very complete. Otherwise, changes would have to be made to the entire database everytime some new setting was changed or created.
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09-15-2008, 06:52 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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umm Trev, why does setting ATK and AR to 10 (which greater than 0) would cause mobs to have WORSE dps?
is that cuase it uses 10 ISNTEAD of default calculated value, rather than +10 to default value?
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