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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 10-14-2008, 08:20 PM
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trevius
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Ya, that is calculated elsewhere. And they can increase or decrease the proc rates. By setting that field to 100, you are basically making the item not add or subtract anything to/from ProcChance. If you set it to 50, it will proc 50% less, and by setting that field to 200, it will proc 200% more.
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Old 10-14-2008, 08:26 PM
ChaosSlayer
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what is the default proc chance % btw? and what is exact DEX formula for procs?

bwt do Reactive/Defensive procs allready coded into emu? they were introduced into EQ with DoN expansion
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  #3  
Old 10-14-2008, 08:44 PM
KLS
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ProcChance = (ProcChance * ProcBonus / 100); //Multiplier instead of flat bonus

You can't just multiply it by 102 and expect it to work right.
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Old 10-14-2008, 09:53 PM
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Quote:
Originally Posted by KLS View Post
ProcChance = (ProcChance * ProcBonus / 100); //Multiplier instead of flat bonus

You can't just multiply it by 102 and expect it to work right.
You can if you are then dividing by 100. So, it would take the proc chance and make it 102% of what it was before and then add that amount to the proc chance again to be a total of 202% what it previously was. When we are talking about base ProcChance only being around 0.09 max (at level 75 with all stat AAs), adding 0.10 to that will only make it 0.19, which is still less than 20% of 1.
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  #5  
Old 10-15-2008, 12:20 AM
KLS
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I know but the code posted was just multiplying by 102 in that case there was no / 100. Which was the problem. =p
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Old 10-15-2008, 01:05 AM
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Shouldn't the "/ 100.0f" be dividing the total bonus by 100 already?

Code:
	ProcBonus += float(itembonuses.ProcChance + (spellbonuses.ProcChance / 10) + AABonus) / 100.0f;
So, if you get 35 from items, 102 from the spell bonus, and 25 from AAs, it should be 162, then divide by 100 and ProcBonus should be 1.62 which means that the spell bonus part of that should only be 1.02.

LOL, after looking at it again, I think I see what went wrong. It should have been this instead:

Code:
	ProcBonus += float(itembonuses.ProcChance + (spellbonuses.ProcChance / 10) + AABonus) / 100.0f;
	
	ProcChance = 0.05f + float(mydex) / 9000.0f;
	ProcBonus = (ProcChance * ProcBonus);
	ProcChance += ProcBonus;
	mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
	return ProcChance;

I had accidentally left the += in here instead of changing it to just = so it will make ProcBonus a percentage of ProcChance to add to ProcChance:
Code:
ProcBonus += (ProcChance * ProcBonus);
By using the +=, anything greater than a 100% ProcBonus would make ProcChance 100%, which is bad! It is supposed to just make it do 100% more damage, or basically the same as multiplying ProcChance by 200%. I will try this out and see how it goes.
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Last edited by trevius; 10-15-2008 at 09:08 AM..
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  #7  
Old 10-15-2008, 02:08 AM
KLS
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Yeah yeah code wasn't in front of me for SE_ProcChance so I didn't see exactly what was going on. The code should work the way you posted.
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