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      | Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days. | 
    
    
   
   
   
   
   
   
   
   
		 
	 
 
	
	
		
	
	
 
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				12-22-2003, 07:32 PM
			
			
			
		  
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				 Hill Giant 
				
				
				
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					Join Date: Jul 2003 
					Location: Germany 
					
					
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				Fix: Monk H2H damage above 60
			 
			 
			
		
		
		
		The monk damage/delay table is slightly off for levels above 60. Here are the correct ones: (from the forums on monkly-business.com) 
attack.cpp:
 
In  Mob::GetMonkHandToHandDamage change
 
	Code: 
	static int damage[66] = {
//   0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19
99, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7,
8, 8, 8, 8, 8, 9, 9, 9, 9, 9,10,10,10,10,10,11,11,11,11,11,
12,12,12,12,12,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,
15,15,16,16,17,18 };
 to
 
	Code: 
	static int damage[66] = {
//   0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19
99, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7,
8, 8, 8, 8, 8, 9, 9, 9, 9, 9,10,10,10,10,10,11,11,11,11,11,
12,12,12,12,12,13,13,13,13,13,14,14,14,14,14,14,14,14,14,14,
14,14,15,15,15,15 };
 In  Mob::GetMonkHandToHandDelay change
 
	Code: 
	static int delayshuman[66] = {
//  0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,33,33,33,33,33,
32,32,32,32,32,31,31,31,31,31,30,30,30,29,29,29,28,28,28,27,
27,26,26,25,25,25 };
static int delaysiksar[66] = {
//  0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,
33,33,33,33,33,32,32,32,32,32,31,31,31,30,30,30,29,29,29,28,
28,27,27,26,26,26 };
 to
 
	Code: 
	static int delayshuman[66] = {
//  0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,33,33,33,33,33,
32,32,32,32,32,31,31,31,31,31,30,30,30,29,29,29,28,28,28,27,
26,24,22,20,20,20 };
static int delaysiksar[66] = {
//  0  1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19
99,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,36,
36,36,36,36,36,36,36,36,36,36,35,35,35,35,35,34,34,34,34,34,
33,33,33,33,33,32,32,32,32,32,31,31,31,30,30,30,29,29,29,28,
27,24,22,20,20,20 };
 For a few days monk fists were 18dmg/20delay at 65 shortly after PoP release, but they're now 15/20 for both iksar and humans.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
			
			
				
			
			
			
		 
		
	
	
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				01-14-2004, 02:52 AM
			
			
			
		  
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				 Hill Giant 
				
				
				
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					Join Date: Jul 2003 
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		Just bumping this, because the tables are still wrong in the latest cvs on Shawns cvs page (as of 01-12-04). 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				01-14-2004, 04:02 AM
			
			
			
		  
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				 Demi-God 
				
				
				
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		I'll do it tonight.. 
 
Personally, I dont see the point in matching EQLive (its designed for larger groups) , but as long as someone wants it i'll merge it in. 
		
	
		
		
		
		
		
		
			
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				01-14-2004, 11:49 AM
			
			
			
		  
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				 Demi-God 
				
				
				
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		Okay, merged... should be available in the next cvs... 
		
	
		
		
		
		
		
		
			
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				01-14-2004, 06:49 PM
			
			
			
		  
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				 Hill Giant 
				
				
				
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		I thought matching EQ live was the whole point of the emu? Customizing the emu afterwards is easy. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				01-15-2004, 03:18 AM
			
			
			
		  
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				 Demi-God 
				
				
				
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		Whats the point of matching eq live on our damage numbers?  Our damage mitigation is way off, our values are completely different.. 
 
I don't want to be anything like eqLive personally, thats why I left,  i'd rather we determine from scratch what works for us instead of basing it off them.. Thats just my opinion though.. What we base it on doesnt really matter 
		
	
		
		
		
		
		
		
			
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				01-15-2004, 03:49 AM
			
			
			
		  
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		True, but have to have some point of reference. In the end it doesn't really matter if you hit a 200 HPs mob for 5 points of damage or a 400 HPs mob for 10 dmg, but you have to start  somewhere.
 
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				Our damage mitigation is way off, our values are completely different...
			
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 What's the point of collecting live item and spawn data then? (Right ... to start somewhere, to have some point of reference; after that it's just customization)
 
I agree though, I don't like the current live EQ either.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				01-15-2004, 04:52 AM
			
			
			
		  
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		I'm still without a PC...  I'm trying to get my online schoolwork done the hard way in busy labs! 
 
I'll give this a look this weekend. 
		
	
		
		
		
		
		
		
			
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