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  #1  
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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  #2  
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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  #3  
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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  #4  
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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  #5  
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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  #6  
Old 02-08-2008, 01:22 PM
ChaosSlayer
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Join Date: May 2007
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Well I am not realy complaning- I am just trying to be "customeable" =)

And yes, I will be looking into playing with actual mob stats

I am not so sure on default PEQ balance - using last build and last peq db, i made lev 1 warrior, put all point into STR and attacked a lev 1 rodent....

5 min later, my warrior beaten down to 2 hp FINALY killed it... Mayby just was my luck with swings =)

Question thought: is there a HARD cap on haste? Is theer absolute limit on how high haste can go up to? If yes- why?

I am also concerned with max posible value for weapon dmg (i read its capped at 250?) as well as default stat caps

What about skill cap?

I am also still not so sure how excatly following variable affects AC calculations:

ACfail
ACrandom
ACreduction
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  #7  
Old 02-08-2008, 02:08 PM
AndMetal
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Join Date: Mar 2007
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Quote:
Originally Posted by ChaosSlayer View Post
I am also concerned with max posible value for weapon dmg (i read its capped at 250?) as well as default stat caps

What about skill cap?
A lot of the specifics can be inferred from the item & profile blob from the DB/source.

Weapon Damage is an 8-bit unsigned integer (uint8 in the source), which is 255 (convert 11111111 in binary to decimal).

Lots of base stats on items are 8-bit signed integers, which would mean the max would be 127 (I believe this is hard-coded into the client).

Other stats, like HP, Mana, Endurance, & Regens are mostly 32-bit signed or unsigned integers, so the max limits would either be 2147483647 or 4294967295 respectively.

However, none of this takes into consideration Augments or item stacking. Simply put, multiply the max by 5, and that's your actual max. And yes, a 1275 damage weapon hits VERY hard, usually between 10k & 60k per swing.

Skill caps are going to be the same. They are 32-bit unsigned integers, so a hard cap of 4294967295.
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