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  #1  
Old 10-12-2008, 09:39 PM
seveianrex
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Join Date: Sep 2008
Location: asdf
Posts: 60
Default Critical Affliction AA

{spell_effects.cpp}

~ line 2671, in Mob:oBuffTic, there should be this set of code:

Code:
			//TODO: account for AAs and stuff

			//dont know what the signon this should be... - makes sense
			if (caster && caster->IsClient() &&
				IsDetrimentalSpell(spell_id) &&
				effect_value < 0) {

				sint32 modifier = 100;
				modifier += caster->CastToClient()->GetFocusEffect(focusImprovedDamage, spell_id);

				if(caster){
					if(caster->IsClient() && !caster->CastToClient()->GetFeigned()){
						AddToHateList(caster, -effect_value);
					}
					else if(!caster->IsClient())
						AddToHateList(caster, -effect_value);
				}

				effect_value = effect_value * modifier / 100;
Insert directly underneath the last line:

Code:
// 2008-10-12 seveian
				float critChance = 0.00f;

				switch(GetAA(aaCriticalAffliction))
				{
					case 1:
						critChance += 0.03f;
						break;
					case 2:
						critChance += 0.06f;
						break;
					case 3:
						critChance += 0.10f;
						break;
					default:
						break;
				}

				switch (GetAA(aaImprovedCriticalAffliction))
				{
					case 1:
						critChance += 0.03f;
						break;
					case 2:
						critChance += 0.06f;
						break;
					case 3:
						critChance += 0.10f;
						break;
					default:
						break;
				}

				// since DOTs are the Necromancer forte, give an innate bonus
				// however, no chance to crit unless they've trained atleast one level in the AA first
				if (GetClass() == NECROMANCER && critChance > 0.0f){
					critChance += 0.05f;
				}

				if (critChance > 0.0f){
					if (MakeRandomFloat(0, 1) <= critChance)
					{
						effect_value = (effect_value * 2);
					}
				}
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  #2  
Old 10-12-2008, 10:58 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
Default

Would make this section a little messy, might be a good candidate for it's own function.
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  #3  
Old 10-12-2008, 11:02 PM
seveianrex
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Location: asdf
Posts: 60
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Okay. I'll do up a TryCriticalDOT function then. Stand by.
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  #4  
Old 10-12-2008, 11:17 PM
seveianrex
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Join Date: Sep 2008
Location: asdf
Posts: 60
Default Revised Version

{mob.h}
line 591, currently reads:
Code:
void	WakeTheDead(int16 spell_id, Mob *target, uint32 duration);
add directly below:
Code:
bool	TryCriticalDOT(int16 spell_id);
{spell_effects.cpp}
@~ line 2671, there should be the following code:
Code:
			//TODO: account for AAs and stuff

			//dont know what the signon this should be... - makes sense
			if (caster && caster->IsClient() &&
				IsDetrimentalSpell(spell_id) &&
				effect_value < 0) {

				sint32 modifier = 100;
				modifier += caster->CastToClient()->GetFocusEffect(focusImprovedDamage, spell_id);

				if(caster){
					if(caster->IsClient() && !caster->CastToClient()->GetFeigned()){
						AddToHateList(caster, -effect_value);
					}
					else if(!caster->IsClient())
						AddToHateList(caster, -effect_value);
				}

				effect_value = effect_value * modifier / 100;
add directly beneath it:
Code:
				// 2008-10-12 seveian
				if (TryCriticalDOT(spell_id))
				{
					effect_value = (effect_value * 2);
				}


can be placed anywhere in the same file:
Code:
// 2008-10-12 seveian
bool Mob::TryCriticalDOT(int16 spell_id)
{
	float critChance = 0.00f;

	switch(GetAA(aaCriticalAffliction))
	{
		case 1:
			critChance += 0.03f;
			break;
		case 2:
			critChance += 0.06f;
			break;
		case 3:
			critChance += 0.10f;
			break;
		default:
			break;
	}

	switch (GetAA(aaImprovedCriticalAffliction))
	{
		case 1:
			critChance += 0.03f;
			break;
		case 2:
			critChance += 0.06f;
			break;
		case 3:
			critChance += 0.10f;
			break;
		default:
			break;
	}

	// since DOTs are the Necromancer forte, give an innate bonus
	// however, no chance to crit unless they've trained atleast one level in the AA first
	if (GetClass() == NECROMANCER && critChance > 0.0f){
		critChance += 0.05f;
	}

	if (critChance > 0.0f){
		if (MakeRandomFloat(0, 1) <= critChance)
		{
			return true;
		}
	}

	return false;
}
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  #5  
Old 10-12-2008, 11:20 PM
paaco
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Join Date: Jan 2005
Posts: 320
Default

Man you work quick, and that's definitely a nice addition. Critical Affliction is a pretty huge skill for Dot casters in EQ. Great job man, hope to see more stuff like this.
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  #6  
Old 10-22-2008, 03:05 PM
janusd
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Join Date: Jan 2008
Posts: 47
Default

Getting reports from PEQ that this isn't working. Personally, I have yet to see a critical DoT happen.
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  #7  
Old 10-22-2008, 07:20 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

I just tried this myself and had the same issue. Test conditions:

70 Shaman with 3 points of Critical Affliction & 3 points of Improved Critical Affliction (20% chance).
Cast Sicken.

I cast it 6 times, and out of the 8 time I cast it (15 ticks over time), not once did I get anything more than the standard 5 damage.

I'd dig deeper, but I guess Tallon/Vallon Zek is down or something, so there's several people on my server atm, so I can't insert some code & compile to debug it, lol.
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  #8  
Old 10-22-2008, 07:33 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Actually, after taking a 10th look at the code, I think I know what went wrong:
Code:
void Mob::TryDotCritical(int16 spell_id, Mob *caster, int &damage)
{
	if(!caster)
		return;

	float critChance = 0.00f;

	switch(GetAA(aaCriticalAffliction))
	{
		case 1:
			critChance += 0.03f;
			break;
		case 2:
			critChance += 0.06f;
			break;
		case 3:
			critChance += 0.10f;
			break;
		default:
			break;
	}

	switch (GetAA(aaImprovedCriticalAffliction))
	{
		case 1:
			critChance += 0.03f;
			break;
		case 2:
			critChance += 0.06f;
			break;
		case 3:
			critChance += 0.10f;
			break;
		default:
			break;
	}

	// since DOTs are the Necromancer forte, give an innate bonus
	// however, no chance to crit unless they've trained atleast one level in the AA first
	if (GetClass() == NECROMANCER && critChance > 0.0f){
		critChance += 0.05f;
	}

	if (critChance > 0.0f){
		if (MakeRandomFloat(0, 1) <= critChance)
		{
			damage *= 2;
		}
	}
}
We're basically looking at this, which is going the be the Mob affected by the spell, not the caster. Should just have to add caster-> to the beginnings of those, and they should look at the right Mob.

I just compiled & tested, and DoTs now crit.
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  #9  
Old 10-22-2008, 09:02 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
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Yeah I already found the problem yesterday just haven't committed it cause I wanted to do some other stuff first. Anyone else is free to~
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  #10  
Old 10-22-2008, 09:12 PM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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I'll probably get it in addition to a few other tweaks (including shared bank plat, woohoo!) here in a few minutes.
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  #11  
Old 10-22-2008, 09:22 PM
cavedude's Avatar
cavedude
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Quote:
Originally Posted by AndMetal View Post
including shared bank plat
A lot of people are going to want to kiss you, men too. Fair warning.
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  #12  
Old 10-22-2008, 09:53 PM
AndMetal
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Don't thank me, thank Theeper
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