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  #16  
Old 03-19-2016, 04:07 PM
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Coenxai
Hill Giant
 
Join Date: Dec 2013
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Using the default code and values I noticed the hit chance was extremely high until weapon falloff. I only tested a few levels, but the hit chance was generally around 62% afterwards (down from 93-96%~). You had to have modified something in the code or database that screwed something up. I'd revert all of your changes.

Code:
[03-17-2016 :: 20:50:12] [Attack] Chance to hit after weapon falloff calc (defense) 93.75
This right here is the issue.
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  #17  
Old 04-02-2016, 10:17 PM
Figback65
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Join Date: Aug 2009
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Quote:
Originally Posted by Coenxai View Post
Using the default code and values I noticed the hit chance was extremely high until weapon falloff. I only tested a few levels, but the hit chance was generally around 62% afterwards (down from 93-96%~). You had to have modified something in the code or database that screwed something up. I'd revert all of your changes.

Code:
[03-17-2016 :: 20:50:12] [Attack] Chance to hit after weapon falloff calc (defense) 93.75
This right here is the issue.
I reverted all my code changes which was only the stuff I posted previously. I didn't change anything in the database, I didn't modify anything related to hit or accuracy on NPCs tables. I started with a fresh new compile which previously stated and the newest PEQ. I did however source in my old NPC_types that had entries I have manually added. I guess I can start with a clean PEQ 100%. I prefer not to, but if some entries in an old PEQ version that I may be using conflict with some new changes, then that could be it and I will have no choice.

EDIT : I don't know how you guys keep updating sources and using older peq and keep things working, because everytime I update, I end up having to start back over from fresh and lose everything I change.

EDIT : I am sourcing in a new database peq from 8/12/15, last one I could find. I will see if anything changes. If its fixed then I guess I'm redoing it all again lol

EDIT : I sourced peq 8/12/15 and did a fresh git of the source, rebuilt, and still same issue. This is with 0 changes. I also accidently overwrote my edited build with cmake, so I lost everything :/
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  #18  
Old 04-20-2016, 02:37 PM
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Digitala
Sarnak
 
Join Date: Dec 2006
Posts: 35
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Yeah i also noticed that the mobs don't really miss that often.

I recently installed the latest windows install from Akke and i found something that could also be connected to this, that some of the mobs that are around 50+ hit really really hard. Plane of Fear trash mobs hit for 400+

They should be hitting for max around 200?

Freeport Guard hit me for 180.
Cazic Thule entrance mob hit me for 400.

What is going on here?
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  #19  
Old 05-24-2016, 09:35 AM
jaspen
Hill Giant
 
Join Date: Apr 2016
Posts: 107
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I recently built a new server from scratch using all new code and the weekly database, 5-15-2016. Prior to this I had played with a group of bots. This time around, with the new build, a friend and I decided let us duo only for the challenge. The challenge is real!

I agree the hit rate and overall DPS of lower level mobs is very high. We are in the low 20s and still seeing this. Even if you out level a mob to where they are green, light blue and even high grey, they can wreck you. I did a search and found this thread and it seemed recent enough to still be valid.

Has anyone found an elegant solution to this in order to bring a bit better balance at the lower levels? For the previous posters, are you still see this in the later levels as well? Playing with bots kept me from first noticing it.
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