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  #1  
Old 08-19-2002, 05:21 AM
EQYali
Fire Beetle
 
Join Date: Aug 2002
Posts: 6
Default about attack.cpp

Hi all,

I am new here

I have get the last beta source last week and have a look on it.

I wanna give a little help if i can...

I have seen some strange thing in the attack.cpp (i thing dev team know already about that) :

* near line 102 : in the method Client::Attack

piercing attack is matching wind_instrument skill
the value skillinuse 0x36 match wind instrument, 0x24 is the good value

same thing for 2h piercing
skillinuse = 0x24 is the good value

(better put skillinuse = PIERCING; // as explain letter)

* near line 479 : in the NPC:Attack

skillinuse for 1h slash,1h blunt, piercing... doesn't match with the "skills.h"
something wrong or skill for NPC is different ?

* near line 558 : in the NPC:Attack

if (GetEquipment(7) && GetEquipment( && GetEquipment(7) && CanThisClassDuelWield ())

GetEquipment(7) appear two times

if (GetEquipment(7) && GetEquipment( && CanThisClassDuelWield ())

look better

* about skills :

i thing use skill name defined in the skills.h instead of hex value is better.
Nothing to change to the ".cpp" source after that if skills value is modified; only the ".h" is modified.

Yali
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  #2  
Old 08-19-2002, 08:07 AM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
Default

attack.cpp is pretty fucked up in it's original shape. For example at level 60, you can't miss if the mob is blue or lower to you.
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  #3  
Old 08-19-2002, 09:36 AM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
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You gotta remember, EQemu needs to be balanced AWAY from the uber guild raid type fights. We cant fit 40-100 people in the same zone for a fight (or the entire SERVER for that matter lol).
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  #4  
Old 08-19-2002, 12:52 PM
morpheus014
Hill Giant
 
Join Date: Feb 2002
Location: the little voice in the back of your head
Posts: 239
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I have also noticed that the amout you hit for really isnt what it should be at 60, unless you have a very high damage weapon... I have a bunch of friends on live with high lvl chars many of which are 60 but they seem to hit significantly harder than the emu chars do at 60. may just be me or the formula could be the problem, i dunno since im no C++ wiz =)
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  #5  
Old 08-20-2002, 01:39 AM
Shawn319
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Join Date: Jan 2002
Posts: 2,073
Default

I think image was just guessing when he wrote the combat formula's hehe..
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(Retired)EQEmu Tech Support

(Retired)Host/ServerOP - [LIVE] Official EQEmu Test Server
(Retired)Host/ServerOP - Shawn319's All-GM Dev Test Server
(Retired)ServerOP - EQEmu Beta Server
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  #6  
Old 08-20-2002, 01:46 AM
kathgar
Discordant
 
Join Date: May 2002
Posts: 434
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90% of our formulas are guesses that get somewhere near live.. we would have to parse hella lot of logs to figure out all of the variables, and well.. it wouldn't be happy
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  #7  
Old 08-20-2002, 08:28 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

We will never figure out the live formulas, ever... Yes people may think they know the formulas but there is no real proof that they have exactely what is on live. We also have other factors, such as people creating godly weapons which we want to stay in line (meaning a 200 damage weapon isnt going to hit for 24000), we also have factors such as the amount of players, EQLive raids can contain up to and maybe even more than 100 people, EQEMu your probably having no more than 10 people attempting to kill one creature.
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  #8  
Old 08-20-2002, 09:10 AM
kathgar
Discordant
 
Join Date: May 2002
Posts: 434
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There haven't been over 70 people on ALL of the emu servers at once, and well, who /cares/ if the formulas are like live? How about we make formulas that work and make sense, and forgot about what they think up while on the ether <would link to Chackling Klaknak.. but i bet he's way dead..>

If you want to make all of the formulas like live, just for damage/hit formulas, you would have to have well, a lot of data to statistically anaylize.. or well, steal their code..
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  #9  
Old 08-20-2002, 09:36 AM
morpheus014
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Join Date: Feb 2002
Location: the little voice in the back of your head
Posts: 239
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I know that it would take a ton of work to get the formulas near lives, but what I think I was trying to say is that you are still pretty weak at 60 without very high damage weapons, so I was just tryin to see if the formula's will ever be tweaked to make more sense,(ie hitting for more at higher lvls as they do in live) since we do have a small amount of people able to play per server
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  #10  
Old 08-21-2002, 02:06 AM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
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I've done a lot of formula work on mine. It's obviously not EQlive, but I find it to work really well, from a player vs mob damage output standpoint. Includes ripostes, parries, dodges, working damage shields, skill increasements in all combat skills and such.

Little note though - Several features will error out without stuff from npc and mob. It's mostly in case anyone wants to look through what formula I'm using.

Only drawbacks are

1) It doesn't support min/max hit... yet. Gonna get around to that soon.

2) L50-60 mobs tend to hit a little wussily towards players of the same level. But then again, encounters shouldn't be tweaked towards 50-60 players, so...

my attack.cpp
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