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  #1  
Old 02-07-2008, 12:58 PM
slutzy
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Join Date: May 2005
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Well what is with mitigation ? Is that how some one fixed the Ac problem by just giving mobs mitigation and caping it off ?
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  #2  
Old 02-07-2008, 02:59 PM
ChaosSlayer
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I always said- "don't treat LIFE as a Holy Bible"
'LIFE' SUCKED in LOTS AND LOTS of aspects- and thats why I am HERE making my own server, instead of playing on 'LIFE" and marveling at SOE absolute "wisdom"

I would agree that "life" stats and formulas make sence when matter of balance in the game taken into accont- but note that that ballance is hevaily related to "life" group/raid game apparoch, which may not be nessesarily suitable for servers where creators want to grant players decent solability (eq2 style)


Specificly on topic:

- I am prety sure that the only thign that related to how fast you attack is based on weapon dly and your haste - its not soemthing what should be affected by code formulas....

All other things wise- caps, modifier, etc- all this should be controlled by Rules so server can be tuned on the fly in either direction
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  #3  
Old 02-07-2008, 05:13 PM
slutzy
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Join Date: May 2005
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Well, trust me it's kmra server maxxed stats, full haste a 220-46 would hit fast with haste getting crit's up to 27kish, since the binary's hit 17k top crit hit slower then a stopped truck
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  #4  
Old 02-08-2008, 01:00 AM
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cavedude
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You may need to alter the NPC stats in your db, as they now mean something. This is especially true about AC. If it's too high, players won't be able to touch them. If it is too low, then they would be too easy.

Quite frankly, combat is perfect now. AC, attack speed, dmg mitigation all line up with Live. What you are asking for is highly custom and not the purpose of this project. Maybe if you stopped whining for a minute and actually looked through the code yourself you'd realize how easy it is to change combat related code. In many cases, changing a single value drastically will alter your output. If you feel you cannot do this, then too bad and you have no right to complain.

Also, please use the custom forum for this. You'd get a much better reception there.

Chaos, as I said above the NPCs db entries now actually mean something. So, while the code is tuned towards Live, the db does not need to be. If combat is too difficult for small groups, then lower NPC AC or their STR. It will certainly make a difference now

You're correct, basic combat values should be made into rules, and I know KLS had that in mind. I'm sure they will be ported eventually.
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  #5  
Old 02-08-2008, 05:45 AM
slutzy
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Actually om not whining ? Or bitchen at that mater im confused. I have toyed with all of this and i thank youfor the feedback. I just cant figure out about the mitigation , or the attack speed of PC's , thats it. Not whining just mass confusion and histary of players.
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  #6  
Old 02-08-2008, 05:54 AM
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cavedude
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I apologize then, I took your posts the wrong way.

Why not just use Sourceforge to diff what has changed since the build you were used to. That way, you can revert or tweak the stuff that has changed to get you back to the way you liked it. Once done, you should make a diff of your changes, so when a new build comes down, you can patch, compile, and be on your way with a current build and your custom combat code.
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  #7  
Old 02-08-2008, 12:40 PM
KLS
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Attack speed wasn't really impacted, nor was there a cap on mitigation placed that I know of(though there needs to be one). Mostly what has been changed recently was the damage and accuracy formulas.

Changing those atm reqs a recompile as there weren't many rules dealing with them and I didn't really add many, thought eventually rules will be added to many parts of combat.
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