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Development: Custom Code This is for code thatdoes not emulate live and wont be added to the official code.

 
 
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Old 01-12-2008, 12:04 PM
zeiksz2
Fire Beetle
 
Join Date: Oct 2007
Posts: 20
Default

an "ok" calculation

for player (client::attack)
Code:
		int	max_hit=
				weapon_damage+
				weapon_damage*(GetSkill(OFFENSE)/100)*(GetSkill(skillinuse)/100)
				+ sizematters
				+ GetSTR()/10 + GetDEX()/25 + GetINT()/100 + GetWIS()/75
				;
for pets, mobs, etc (npc::attack)
Code:
			int temp_max_dmg =
				weapon_damage+
				weapon_damage*(mylevel*5/100)*(mylevel*5/100)
				//player's GetSkill(OFFENSE)	being a master gives 1.0
				//player's GetSkill(skillinuse)
				+ sizematters
				+ GetSTR()/10 + GetDEX()/25 + GetINT()/100 + GetWIS()/75
				;
if you rip off the first "weapon_damage+" line you may get to better ballanced (less kickass) melee, but that would make casters happy who would get barely hit on lower levels..

after what i do count: well weapon damage as prior. then i add to this the weapon damage compared to master level in offense and actual weapon skill (by npc this is level *5 so they are same level with each weapon) then we add the sizematters modifier as a "bane" damage (see prev posts about size and level differences) then we give +1 damage after each 10str, 25dex, 100int, 75wis.. why int and wis? well.. ever wondered why war gets "some" of such gears (pre-hardcoresonycrap of course).. because knowing your enemy is power.. not much.. but +1 dam may be worth for any regular minded (human for example and not troll) warrior worth to make that 100 int or 75 wis...
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