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  #1  
Old 09-29-2008, 02:40 PM
AndMetal
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Location: Ohio
Posts: 648
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My apologies. I blame the lack of sleep. This should fix it (and I'll update to SVN):

In zone/attack.cpp around line 3157, change
Code:
			//Veteran's Wrath AA
			//first, make sure it's not a special attack
			if (skill == _1H_BLUNT
				|| skill == _2H_BLUNT
				|| skill == _1H_SLASHING
				|| skill == _2H_SLASHING
				|| skill == PIERCING
				|| skill == HAND_TO_HAND
				/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
				)
				damage *= GetAA(aaVeteransWrath) * 15; //AndMetal: guessing
to
Code:
			//Veteran's Wrath AA
			//first, find out of we have it (don't multiply by 0 :-\ )
			int32 AAdmgmod = GetAA(aaVeteransWrath);
			if (AAdmgmod > 0) {
				//now, make sure it's not a special attack
				if (skill == _1H_BLUNT
					|| skill == _2H_BLUNT
					|| skill == _1H_SLASHING
					|| skill == _2H_SLASHING
					|| skill == PIERCING
					|| skill == HAND_TO_HAND
					/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
					)
					damage *= (AAdmgmod) * 15) / 100; //AndMetal: guessing
			}
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  #2  
Old 09-29-2008, 05:36 PM
trevius's Avatar
trevius
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Location: USA
Posts: 5,946
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That fix looks better I will probably try it out tonight and see how it goes. I am not sure what the actual equation to calculate the bonus from the AA is doing though. But, I do know that with it being set to just * 15, it was causing hits for 25k from bards and up to like 75k from SKs lol.

I think it has an extra parenthesis that is marked in red below:

Code:
damage *= (AAdmgmod) * 15) / 100; //AndMetal: guessing
So, when it gets the AA (GetAA(aaVeteransWrath)), it is just getting the number of how many points they have in it, correct? So, if they have 1 point trained, your equation would look like:

Code:
damage *= (1 * 15) / 100; // Total equals 0.15
And if they have 5 points trained in the AA, the equation would be:

Code:
damage *= (5 * 15) / 100; // Total equals 0.75
And, if I am correct in thinking this, does that mean it is going to multiply all damage by the total amount that I noted in the comments there? Will that replace the critmod multiplier here?:

Code:
damage = (damage * critMod) / 100;
Or is it supposed to add to it? I am not exactly clear on understanding this as you can see But, if you multiply anything by less than 1, you would be reducing damage instead of increasing it. I am probably totally wrong in understanding what this is doing though, lol. I don't even know what *= does, I am just assuming it means "multiplier equals" or something.
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  #3  
Old 09-29-2008, 07:18 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Wow, I feel really special... Keep forgetting that you have to add 1.

Code:
			//Veteran's Wrath AA
			//first, find out of we have it (don't multiply by 0 :-\ )
			int32 AAdmgmod = GetAA(aaVeteransWrath);
			if (AAdmgmod > 0) {
				//now, make sure it's not a special attack
				if (skill == _1H_BLUNT
					|| skill == _2H_BLUNT
					|| skill == _1H_SLASHING
					|| skill == _2H_SLASHING
					|| skill == PIERCING
					|| skill == HAND_TO_HAND
					/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
					)
					damage *= ((AAdmgmod * 15) / 100) + 100; //AndMetal: guessing
			}
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  #4  
Old 09-30-2008, 12:03 AM
trevius's Avatar
trevius
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Location: USA
Posts: 5,946
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After discussing this with AndMetal, I think we both came to a solution that should probably finalize this AA. I will test this code out tonight, but I think it looks like the best way to do it:

Code:
//Veteran's Wrath AA
//first, find out of we have it (don't multiply by 0 :-\ )
int32 AAdmgmod = GetAA(aaVeteransWrath);
if (AAdmgmod > 0) {
//now, make sure it's not a special attack
if (skill == _1H_BLUNT
|| skill == _2H_BLUNT
|| skill == _1H_SLASHING
|| skill == _2H_SLASHING
|| skill == PIERCING
|| skill == HAND_TO_HAND
/*|| skill == ARCHERY*/ //AndMetal: not sure if we should be giving this to rangers
)
critMod += AAdmgmod * 3; //AndMetal: guessing
}

damage = (damage * critMod) / 100;
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Last edited by trevius; 09-30-2008 at 08:28 AM..
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  #5  
Old 09-30-2008, 12:50 AM
KLS
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Posts: 1,348
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Can someone explain what this aa is supposed to do?
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  #6  
Old 09-30-2008, 12:53 AM
trevius's Avatar
trevius
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Not at home to read the actual AA message, but from what AndMetal told me, I believe it is supposed to increase crit damage for non-special attacks.

In this case, we have it set to add 3% damage per train level of the AA, so a total of +15% max. So, if critmod is 200, then this would make it 215 (max). Nothing too overpowering, but a decent little boost in non-special attack crits.
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Last edited by trevius; 09-30-2008 at 08:56 AM..
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  #7  
Old 09-30-2008, 01:07 AM
KLS
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Posts: 1,348
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Ah, I was looking at what was committed and going: what the hell are they trying to accomplish?

This can be done pretty easily.
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