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| Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

11-17-2008, 04:25 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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NPCs have skills.
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11-17-2008, 05:04 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I think we can leave NPC Attack Rating as it is. There isn't really any reason at all I can think of to do any more work for calculating NPC Attack Rating. The only effect it would have would be changing the current DPS that they do. And, since everything is balanced in the current system all it would do would be to make everything have to be rebalanced.
But I do think we can consider changing player attack rating calculations for mitigation and such. If we use a divider after, it should get them mostly back in line with what they are now. But it will be a bit more accurate and will also account for weapon skill, which should be a huge factor in attack rating.
I will try to get the cap formulas figured out later tonight if I have time. I will also verify if there is any difference in the formula from class to class, as I have heard some classes have different worn/spell attack multipliers. Once I know the full formula, I might try to make a GetTotalATK() object that can be used where ever we want without bloating code.
Thanks again, AndMetal, for the help last night. I will give it a try tonight after I get my new VMWare test server running 
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11-22-2008, 01:59 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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The code below has been tested and works. But, there is one huge bug that still needs to be corrected before this can be added to the SVN. Currently, it works perfectly, accept if you have an empty primary slot. If the primary slot is empty and you run this command, it crashes the zone.
I will work on resolving the zone crash issue. If anyone has a suggestion, I would be willing to try it. Once I have a good solution, I will edit the code in this post to be the good code.
Also, note that I currently have 3 versions of attack showing on the command output. We can probably leave Worn Attack and Total Attack in there, but in the final version, we probably don't need the server seen attack rating. That is mostly just there for my testing purposes.
I still need to figure out the formula for attack rating caps, but I don't think that will be too hard. Once that is all done, I think this new formula should be pretty complete and fairly accurate.
EDIT: This code is now complete, tested and very accurate. All issues, including the crash and worn caps have been resolved. This has been added to the SVN in Revision. The only minor tweak left to correct is for +attack from spells that can exceed cap, such as Avatar/Champion.
mob.cpp
Code:
void Mob::ShowStats(Client* client) {
int16 attackRating = 0;
int16 WornCap = GetATK();
if(IsClient())
attackRating = GetATK() + ((GetSTR() + GetSkill(OFFENSE)) * 9 / 10);
else
attackRating = GetATK() + (GetSTR() * 9 / 10);
if(WornCap > 250)
WornCap = 250;
client->Message(0, "Name: %s %s", GetName(), lastname);
client->Message(0, " Level: %i MaxHP: %i CurHP: %i AC: %i Class: %i", GetLevel(), GetMaxHP(), GetHP(), GetAC(), GetClass());
client->Message(0, " MaxMana: %i CurMana: %i Size: %1.1f", GetMaxMana(), GetMana(), GetSize());
client->Message(0, " Total ATK: %i Worn ATK: %i Worn ATK Capped: %i Server Used ATK: %i", this->CastToClient()->GetTotalATK(), GetATK(), WornCap, attackRating);
client->Message(0, " STR: %i STA: %i DEX: %i AGI: %i INT: %i WIS: %i CHA: %i", GetSTR(), GetSTA(), GetDEX(), GetAGI(), GetINT(), GetWIS(), GetCHA());
client->Message(0, " MR: %i PR: %i FR: %i CR: %i DR: %i", GetMR(), GetPR(), GetFR(), GetCR(), GetDR());
client->Message(0, " Race: %i BaseRace: %i Texture: %i HelmTexture: %i Gender: %i BaseGender: %i", GetRace(), GetBaseRace(), GetTexture(), GetHelmTexture(), GetGender(), GetBaseGender());
client->Message(0, " Last Warp Distance: %f Threshold Remaining: %f", GetLWDistance(), GetWarpThreshold());
if (client->Admin() >= 100) {
client->Message(0, " EntityID: %i PetID: %i OwnerID: %i AIControlled: %i", this->GetID(), this->GetPetID(), this->GetOwnerID(), this->IsAIControlled());
if (this->IsClient()) {
client->Message(0, " CharID: %i PetID: %i", this->CastToClient()->CharacterID(), this->GetPetID());
client->Message(0, " Endurance: %i, Max Endurance %i",client->GetEndurance(), client->GetMaxEndurance());
}
else if (this->IsCorpse()) {
if (this->IsPlayerCorpse()) {
client->Message(0, " CharID: %i PlayerCorpse: %i", this->CastToCorpse()->GetCharID(), this->CastToCorpse()->GetDBID());
}
else {
client->Message(0, " NPCCorpse", this->GetID());
}
}
else if (this->IsNPC()) {
int32 spawngroupid = 0;
if(this->CastToNPC()->respawn2 != 0)
spawngroupid = this->CastToNPC()->respawn2->SpawnGroupID();
client->Message(0, " NPCID: %u SpawnGroupID: %u LootTable: %u FactionID: %i SpellsID: %u MerchantID: %i", this->GetNPCTypeID(),spawngroupid, this->CastToNPC()->GetLoottableID(), this->CastToNPC()->GetNPCFactionID(), this->CastToNPC()->GetNPCSpellsID(),this->CastToNPC()->MerchantType);
client->Message(0, " Accuracy: %i", CastToNPC()->GetAccuracyRating());
}
if (this->IsAIControlled()) {
client->Message(0, " AIControlled: AggroRange: %1.0f AssistRange: %1.0f", this->GetAggroRange(), this->GetAssistRange());
}
}
}
client.cpp
Code:
uint16 Client::GetPrimarySkillValue()
{
SkillType skill = HIGHEST_SKILL; //because NULL == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
bool equiped = m_inv.GetItem(13);
if (!equiped)
skill = HAND_TO_HAND;
else {
uint8 type = m_inv.GetItem(13)->GetItem()->ItemType; //is this the best way to do this?
switch (type)
{
case ItemType1HS: // 1H Slashing
{
skill = _1H_SLASHING;
break;
}
case ItemType2HS: // 2H Slashing
{
skill = _2H_SLASHING;
break;
}
case ItemTypePierce: // Piercing
{
skill = PIERCING;
break;
}
case ItemType1HB: // 1H Blunt
{
skill = _1H_BLUNT;
break;
}
case ItemType2HB: // 2H Blunt
{
skill = _2H_BLUNT;
break;
}
case ItemType2HPierce: // 2H Piercing
{
skill = PIERCING;
break;
}
case ItemTypeHand2Hand: // Hand to Hand
{
skill = HAND_TO_HAND;
break;
}
default: // All other types default to Hand to Hand
{
skill = HAND_TO_HAND;
break;
}
}
}
return GetSkill(skill);
}
uint16 Client::GetTotalATK()
{
int16 AttackRating = 0;
int16 WornCap = GetATK();
if(WornCap > 250)
WornCap = 250;
if(IsClient()) {
AttackRating = ((WornCap * 1.342) + (GetSkill(OFFENSE) * 1.345) + ((GetSTR() - 66) * 0.9) + (GetPrimarySkillValue() * 2.69));
if (AttackRating < 10)
AttackRating = 10;
}
else
AttackRating = GetATK() + (GetSTR() * 9 / 10);
return AttackRating;
}
client.h - Anywhere in the file
Code:
//This calculates total Attack Rating to match very close to what the client should show
uint16 GetTotalATK();
//This gets the skill value of the item type equiped in the Primary Slot
uint16 GetPrimarySkillValue();
Last edited by trevius; 11-22-2008 at 03:33 PM..
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11-22-2008, 07:37 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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This code is now complete and is very accurate within about 1 point or so. All issues have been resolved. The only standing addition that needs to be made to be 100% finalized is for spell +attack that is supposed to exceed the worn cap. If there is a way to find the spell attack from spells like Avatar/Champion, it should be very easy to get it added to this code. I added this to the SVN as-is. Currently, it is only used for #showstats, but it could easily be expanded to be used for mitigation calculation. Feedback welcome 
Last edited by trevius; 11-22-2008 at 04:15 PM..
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11-22-2008, 10:42 AM
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Discordant
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Join Date: Jan 2005
Posts: 320
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Nice Trev, compiling newest Rev now to check it out. Props to you and Andmetal for all the work and testing that went into this.
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11-22-2008, 07:15 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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There's already a cap on worn atk in the code if I recall correctly so that's somewhat redundant if so.
I think it's fine staying just in showstats, the weapon skill isn't intended to be a part of the mitigation anyway.
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11-23-2008, 12:57 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Weapon skill makes up almost half of the Attack Rating Total. If attack rating is supposed to effect mitigation, then I don't see why weapon skill wouldn't be used for it. We don't need to emulate live, but I think if we wanted to, we would have to use the new attack formula. Then just dividing by 2 would get it very close to what it currently is. I am going to test it on my server a bit and see if it seems about the same or not. I don't mind leaving out of any combat calculations, but I am not really sure of any reason not to use it. Many MMO players care about the stats of their characters and can be pretty particular about them. I just think it might be nice if the server was using what their client says it is
As it is, you could switch between a 1hb that you have 300 skill in, and a 1hs that you have 1 skill in and you will hit for the same average hit on both (even though you will miss alot more with the 1hs with 1 skill).
I don't see any caps being used for attack currently. At least none that I could find or see in any of my testing. Using the newly adjusted #showstats command, it is easy to see what the servers sees your attack as, what the actual total attack is, what your worn attack is and what the worn attack cap is if you are being capped.
I am not trying to push the formula on anyone. Just trying to figure out why the current formula is better.
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