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  #1  
Old 02-23-2009, 11:54 PM
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trevius
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Any idea what these rules would need to be set to to make it almost exactly the way it was before this new change? If I put this in without the option to keep things how they currently are on my server, Kayen (my main GM) is gonna kill me!

Unless these changes are completely final and most likely won't be changed for a very long time, it will be extremely tough to justify rebalancing all end-game content around this. I am not worried about low to even high level content because those won't see a huge impact, but for a few of our high tier zones, each boss encounter has been tuned to be an extremely tough fight. By changing melee this much, it is sure to require tuning each one individually and watching players over and over until they are perfect again. That is the whole reason that I replace the hitchance bonus line each time, because it would have caused a headache to fix it no matter what.

Code:
INSERT INTO `rule_values` VALUES (0, 'Combat:BaseHitChance', 69);
INSERT INTO `rule_values` VALUES (0, 'Combat:AgiHitFactor', 0.01);
INSERT INTO `rule_values` VALUES (0, 'EventLog:RecordSellToMerchant', 'false');
INSERT INTO `rule_values` VALUES (0, 'Combat:HitFalloffMinor', 5.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:HitFalloffModerate', 7.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:HitFalloffMajor', 50.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:HitBonusPerLevel', 0.4)
INSERT INTO `rule_values` VALUES (0, 'Combat:WeaponSkillFalloff', 0.33)
INSERT INTO `rule_values` VALUES (0, 'Combat:ArcheryHitPenalty', 0.25)
INSERT INTO `rule_values` VALUES (0, 'Combat:MeleeHitChanceMod', 1.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:PriestHitChanceMod', 0.85)
INSERT INTO `rule_values` VALUES (0, 'Combat:CasterHitChanceMod', 0.7)
INSERT INTO `rule_values` VALUES (0, 'Combat:HeavyAvoidChanceMod', 1.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:ModerateAvoidChanceMod', 0.96)
INSERT INTO `rule_values` VALUES (0, 'Combat:LightAvoidChanceMod', 0.91)
INSERT INTO `rule_values` VALUES (0, 'Combat:UnarmoredAvoidChanceMod', 0.86)
I am not trying to complain about this. I know for sure that combat needed improvements and that some formulas had just been done the wrong way from the start. As long as the changes can be somehow set to work nearly identical to how they used to, it isn't a problem at all. The main issue I have is that I can't avoid putting this update on my server lol. I can't even really delay it. With all of the work I have been doing on SoF, it means updates to the Storm Haven server code almost daily directly from the SVN. Also, since SoF has kept me so busy and will for a while to come, it makes it very hard for me to find time to even make an attempt at rebalancing all end-game content. I am just hoping that there is a good solution for this. I don't think I can manually switch all of those changes back each time I update, lol. If there isn't a good solution, I may have to add in some defines to let people easily define which combat system to use, old or new with new being default. At least as long as that change (adding defines) is ok with the other devs.

Like I said, sorry if this seems like a whine. I don't want it to be, but I am sure I will hear it 10 fold from my players and GM if I let this go through as-is right now.
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Last edited by trevius; 02-24-2009 at 09:03 AM..
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  #2  
Old 02-24-2009, 12:35 AM
ChaosSlayer
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thats why I said many times - dear devs please make a COMPLITE wiki about ALL rules you introducing into a code and IN DETAIL explanation how they work and what do these values mean and HOW they affect the server IN DETAIL with IN DEPTH examples

Most these rules Trev listed never even appeared in the changelog file... How I even supose to know what rules are there, much less what set them to?
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  #3  
Old 02-24-2009, 01:28 AM
KLS
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It should be fairly similar to how it was for raid mobs, you may want to bump the base chance to hit down a notch is the only thing I can think of as I bumped it up a bit. Perhaps set the archery thing to 0.0 also.

Oh and the agil factor was 0.015.
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  #4  
Old 02-25-2009, 04:17 PM
thepoetwarrior
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Sourced in the combat SQL's and updated source code to Rev361 etc, players not getting hit enough again.

Tried Trev's edit of attack code and still same.

Blah
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  #5  
Old 02-25-2009, 04:57 PM
ChaosSlayer
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did you tried rising COmbat Hit Chance in rules? - I belive default is 54, make it 65
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  #6  
Old 02-25-2009, 05:17 PM
thepoetwarrior
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I rolled back my version to a few days ago. Looks like that was not working too, but not as bad as the new code with new sourced SQL. Anyways, I did

UPDATE npc_types SET accuracy = 3000;

as a temp fix and seems to work. Lost 4 hours of sleep for work tonight already, will hammer at this issue again on Saturday, my day off.

Thanks for the responses.
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  #7  
Old 02-25-2009, 05:37 PM
trevius's Avatar
trevius
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I have spoken with a few admins who are a bit hesitant to update their source for a while with this new change in it. I am sure that the new rules and formulas can be adjusted to make a standard PEQ DB install feel much more live-like. But, many admins of custom servers may just not have the time to rebalance all of the balanced custom content on their servers, myself included. I would definitely like to do it at some point, but just don't have the time atm.

KLS, do you think it would be ok if I put a #define in the attack.cpp that will by default be set to use the new system, but will also allow a simple change to enable the old chancetohit code? The define could be removed later at some point, but for now it should be able to save some potential headaches. If you think that isn't a good idea, then I am sure we can all deal with it as time sees fit. I just don't have much time for that right now and can't hold back on doing updates on my server almost daily.
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  #8  
Old 02-25-2009, 06:17 PM
ChaosSlayer
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Shoudn't Combat Hit Chance affect hit ratio for both players and mobs?
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