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  #1  
Old 10-24-2008, 09:40 AM
seveianrex
Sarnak
 
Join Date: Sep 2008
Location: asdf
Posts: 60
Default GoD: Elemental Alacrity AA

{zone/MobAI.cpp}
~683, find:

Code:
					if (SpecAttacks[SPECATK_FLURRY]) {
					    // perhaps get the values from the db?
					    if (MakeRandomInt(0, 99) < 20)
							Flurry();
					}
add below:

Code:
					if (IsPet() && GetOwner()->IsClient()) {
						int aa_chance = 0;
						switch (GetOwner()->CastToClient()->GetAA(aaElementalAlacrity))
						{
						case 1:
							aa_chance = 1;
							break;
						case 2:
							aa_chance = 2;
							break;
						case 3:
							aa_chance = 4;
							break;
						case 4:
							aa_chance = 6;
							break;
						case 5:
							aa_chance = 8;
							break;
						}
						if (MakeRandomInt(1, 100) < aa_chance)
							Flurry();
					}
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  #2  
Old 10-27-2008, 12:24 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

Shouldnt it be 2,4,6,8,10?
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  #3  
Old 10-27-2008, 12:52 AM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by MNWatchdog View Post
Shouldnt it be 2,4,6,8,10?
From EQ Summoners:
Quote:
Elemental Alacrity
Level 65
3/6/9/12/15
Allows for pets to perform flurry attacks. While extremely expensive, this will boost overall pet damage in any situations. Higher ranks of Elemental Alacrity go off quite often and amount for a sizeable increase in overall damage. Estimates are 1.5 flurries per minute per rank (for an average of 3 additional swings per minute per rank). Level 5 adds up to 15 additional swings per minute.
Warning: extremely fudged math below.

If I remember correctly, delay / 10 = seconds between swings, so if we said a mage pet has 20 delay, they should swing ~30 times per minute with 1 hand. Add in 100% duel weild & double attack, that's 120 attacks per minute. If that's the case, then based on the above info from EQ Summoners, we should be hitting 2.5% more per rank.

So, 2% per level seems about right.
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  #4  
Old 10-28-2008, 08:11 PM
seveianrex
Sarnak
 
Join Date: Sep 2008
Location: asdf
Posts: 60
Default

Quote:
Originally Posted by AndMetal View Post
From EQ Summoners:


Warning: extremely fudged math below.

If I remember correctly, delay / 10 = seconds between swings, so if we said a mage pet has 20 delay, they should swing ~30 times per minute with 1 hand. Add in 100% duel weild & double attack, that's 120 attacks per minute. If that's the case, then based on the above info from EQ Summoners, we should be hitting 2.5% more per rank.

So, 2% per level seems about right.
This code still needs to be tested.... Having trouble with my test port ATM. If someone wants to test the code out and let me know I'd be happy to commit to the SVN.
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  #5  
Old 10-28-2008, 09:26 PM
seveianrex
Sarnak
 
Join Date: Sep 2008
Location: asdf
Posts: 60
Default

Further to this, there are two other classes that I can see who get Pet Flurries and can therefore use the same bonuses. The resulting code, then, should be something like this:

Code:
					if (IsPet() && GetOwner()->IsClient()) {
						int aa_chance = 0;
						// Magician AA
						int aa_skill = GetOwner()->CastToClient()->GetAA(aaElementalAlacrity);
						// Necromancer AA
						if (aa_skill < 1) {
							aa_skill = GetOwner()->CastToClient()->GetAA(aaQuickeningofDeath);
						}
						// Beastlord AA
						if (aa_skill < 1) {
							aa_skill = GetOwner()->CastToClient()->GetAA(aaWardersAlacrity);
						}
						switch (aa_skill)
						{
						case 1:
							aa_chance = 2;
							break;
						case 2:
							aa_chance = 4;
							break;
						case 3:
							aa_chance = 6;
							break;
						case 4:
							aa_chance = 8;
							break;
						case 5:
							aa_chance = 10;
							break;
						}
						if (MakeRandomInt(1, 100) < aa_chance)
							Flurry();
					}
Again, this is untested and until I can get my test port back up and running I'm not able to do that myself.
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