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  #1  
Old 09-29-2008, 06:37 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
Default Veteran's Wrath AA

For AndMetal,

This AA is making the classes that have it crit insanely high lol. I think it is due to the section marked in RED below:

Code:
	if(critChance > 0){
		if(MakeRandomFloat(0, 1) <= critChance)
		{
			damage = (damage * critMod) / 100;
			//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

			if(IsClient() && CastToClient()->berserk)
			{
				entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s lands a crippling blow!(%d)", GetCleanName(), damage);
			}
			else
			{
				entity_list.MessageClose(this, false, 200, MT_CritMelee, "%s scores a critical hit!(%d)", GetCleanName(), damage);
			}
I am changing the multiplier to 1.1 to see how that looks for now lol. Either way, this should be changed on the new SVN ASAP :P

Nice work getting the new AAs working though, other than this one. Have had mostly good feedback so far. Also for some reason, something is causing all other classes to always crit for 0, but I am still looking into why that is.
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  #2  
Old 09-29-2008, 08:09 AM
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trevius
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Default

After searching around for the cause of all other character critting for 0, it seems to all come back to this code lol. Looks like you are multiplying ALL crits by the veteran's wrath AA, which for classes or characters that don't have that AA would equal 0. So, all crits are being multiplied by 0 basically. Going to comment that whole AA code out in my source for now. Might mess with it later.
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  #3  
Old 09-29-2008, 08:15 AM
So_1337
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Location: Cincinnati, OH
Posts: 689
Default

At least he didn't divide by 0 =)
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  #4  
Old 09-29-2008, 02:40 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

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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  #5  
Old 09-29-2008, 05:36 PM
trevius's Avatar
trevius
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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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  #6  
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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