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Old 10-16-2008, 01:43 AM
AndMetal
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Quote:
Originally Posted by trevius View Post
I have no idea why "case SE_AvoidMeleeChance:" and "case SE_ProcChance:" are multiplying the spell values by 10, but if there is no other use for them, I think we could remove that multiplier and then remove the "/ 10" from the related code in Mob::CheckHitChance. No reason to do unneeded math 2 times!
If I had to guess, I would say it's because we're working with integers, not floats, so there's a fudge factor that we have to deal with: C++ rounds down when storing as an integer. As a result, it's better to work with larger numbers w/o decimals being rounded off, then dividing later where not as much is rounded off. Example:

Avoidance = 1 (from items)
Avoid Melee Chance = 21 (from spells)

The way is/was originally, it would end up being 1 + (20 * 10), so a bonus 211. Then we divide by 10, so 21.1, which gets rounded to 21 (this is our percentage to mitigate).

Using the new code, we would first calculate 1 / 10, which is .1, which rounds to 0. Later, we calculate (100 - (211 / 10)) / 100 which ends up being 0.789, which technically, because it's rounded, ends up providing no bonus, so nothing happens.

That's the main reason I calculated the bonus first, without dividing, then did the "conversion" to a percentage ((100 - bonus) / 100) in the chancetohit calculations, because it won't round until after it stores the result back to chancetohit.

I think what we might want to do is make bonus a float, and that should take care of most of these rounding issues, especially if you have less than 10 Avoidance (although we might have to do some casting for everything to work as expected). Since we're not talking rocket science, we shouldn't need to worry about using a double instead of a float.

However, we're still running into a much larger issue: mitigation isn't a reduction in the chance to land a hit, it's a reduction in the amount of damage done. Unfortunately, if we change it right now, everyone who has +mitigation is going to be hit a lot more often, but for less damage, which will probably mean retuning a lot of content.
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