Further refinements to root, charm, mez and fear behaviors.

Updates to a few rule due to new/corrected parse data.

All behaviors defined from weeks of extensive live parsing

Root Break Chance from DD now will scale based on level difference.

Root has a baseline aproximately 6% chance to break per check when target has
at 0% chance to resist spells.(ie green cons 60 levels lower with tash).

Fear has an approximately 70% chance to trigger a resist check each tick
to determine if it will fade early. (no baseline break chance)

Charisma less than 100, gives -20 resist mod to intial fear casts
Charisma from 100 to 255 will progressively reduce this mod to 0.
Charisma DOES NOT effect UNDEAD fears

Charmisma less than 75 significantly increase CHARM/MEZ/LULL resist rates.

Mez spells will now also use charisma resist check, as they do on live.
This commit is contained in:
KayenEQ
2014-03-20 00:53:49 -04:00
parent a84862897a
commit 02e291d4e8
9 changed files with 127 additions and 50 deletions
+36 -27
View File
@@ -3680,7 +3680,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
if(spell_id != SPELL_UNKNOWN && !iBuffTic) {
//see if root will break
if (IsRooted() && !FromDamageShield) // neotoyko: only spells cancel root
TryRootFadeByDamage(buffslot);
TryRootFadeByDamage(buffslot, attacker);
}
else if(spell_id == SPELL_UNKNOWN)
{
@@ -4548,34 +4548,43 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, float chance)
}
}
bool Mob::TryRootFadeByDamage(int buffslot)
{
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
There is no distinction of any kind between the caster inflicted damage, or anyone
else's damage. There is also no distinction between Direct and DOT damage in the root code.
There is however, a provision that if the damage inflicted is greater than 500 per hit, the
chance to break root is increased. My guess is when this code was put in place, the devs at
the time couldn't imagine DOT damage getting that high.
*/
/* General Mechanics
- Check buffslot to make sure damage from a root does not cancel the root
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
- Only roots on determental spells can be broken by damage.
*/
if (!spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
return false;
if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
int BreakChance = RuleI(Spells, RootBreakFromSpells);
bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
There is no distinction of any kind between the caster inflicted damage, or anyone
else's damage. There is also no distinction between Direct and DOT damage in the root code.
/* General Mechanics
- Check buffslot to make sure damage from a root does not cancel the root
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
- Only roots on determental spells can be broken by damage.
- Root break chance values obtained from live parses.
*/
if (!attacker || !spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
return false;
if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
int BreakChance = RuleI(Spells, RootBreakFromSpells);
BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
int level_diff = attacker->GetLevel() - GetLevel();
if (BreakChance < 1)
BreakChance = 1;
//Use baseline if level difference <= 1 (ie. If target is (1) level less than you, or equal or greater level)
if (level_diff == 2)
BreakChance = (BreakChance * 80) /100; //Decrease by 20%;
else if (level_diff >= 3 && level_diff <= 20)
BreakChance = (BreakChance * 60) /100; //Decrease by 40%;
else if (level_diff > 21)
BreakChance = (BreakChance * 20) /100; //Decrease by 80%;
if (BreakChance < 1)
BreakChance = 1;
if (MakeRandomInt(0, 99) < BreakChance) {