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  #1  
Old 02-22-2009, 03:13 AM
thepoetwarrior
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I played with ChanceToHitDividedBy values, and most of the players were doing good, but a few players claimed they couldn't hit mobs when they could hit them before. I watched and verified. So finally I decided to use Trevius quick fix and changed

chancetohit -= ((bonus * chancetohit) / RuleI(Combat, ChanceToHitDivideBy));

to

chancetohit -= (bonus) / 10;

and now the users are very happy.

Would probably take a lot of work to re-balance the whole custom database. Thanks for the help guys.
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  #2  
Old 02-22-2009, 12:56 PM
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cavedude
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Quote:
Originally Posted by thepoetwarrior View Post
I played with ChanceToHitDividedBy values, and most of the players were doing good, but a few players claimed they couldn't hit mobs when they could hit them before. I watched and verified. So finally I decided to use Trevius quick fix and changed

chancetohit -= ((bonus * chancetohit) / RuleI(Combat, ChanceToHitDivideBy));

to

chancetohit -= (bonus) / 10;

and now the users are very happy.

Would probably take a lot of work to re-balance the whole custom database. Thanks for the help guys.

That's what I just changed, the value needs to be 1000, not 10. Lowering the number INCREASES the avoidance, so your players are lying to you. Let me guess the warriors have the most "problems" right? Yeah, that's because with your change their Evasion AA jumps from being a 50% increase in avoidance to a 5,000% increase for them :P

To-hit is off in the code, and has nothing at all to do with that. Though, I believe a fix for that is coming soon as well.
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  #3  
Old 02-22-2009, 03:41 PM
thepoetwarrior
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I watched the players. Some players were fine, and some players were actually bugged. Wierd. But when I edited the 1 line of code, they were ok.

Yes, Warriors are upset over Evasion.

Will continue to look for updates and discussions on attack. Thanks for the info!
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  #4  
Old 02-22-2009, 04:34 PM
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Hey if it works for you, it works! But, keep an eye on Warrior evasion or try it out yourself. With your value, it will make player Warriors immune for the length of the ability.
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  #5  
Old 02-22-2009, 06:59 PM
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trevius
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Yeah, the new way the code is set is actually the way it should work. I just don't have time right now to go through and rebalance each of my end game encounters to the new formula, so I use the old one. As a fix for evasion with the old code, I just adjusted the spell so it doesn't give way too much. Warriors with Stonewall should really never, or very rarely ever need to use evasion. If they are, it means that things aren't working right. That was the reason for the new code, and it should correct that issue. But, at least changing 1 line of code for now is easy enough for us that may not have time to redo everything that has already been finely tuned. Ultimately, at some point, I would like to get things rebalanced to use the new proper system. Until then though, I will be using that old line to keep things as they are.
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  #6  
Old 02-23-2009, 10:41 AM
thepoetwarrior
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What spell ID did you edit for Evasion and what did you edit to fix it in the spells_us.txt file? Im using spell editor from Georges website.
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  #7  
Old 02-23-2009, 11:31 AM
thepoetwarrior
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Did my own home work real quick with the Spell Editor. A quick search/find in the spells_us.txt did the trick. Found out Evasive is Spell ID 4503. Only thing I saw of interest would be...

Effect Type: 172 Chance to Avoid Melee
Minimum: 50

So would edit that value of 50 to something else?

Maybe remove chance to Avoid Melee all together (Although that would be cruel).

If I fix that spell, then we can use the old calc you shared without Evasive making a Warrior perma immune?

Please advise. Thanks.
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