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[Bug Fix] Slay Adjustments (#4389)
Previous change did not account for the modern slay undead and holyforge spells. Reverted some of the changes and cleaned up others. Rule Renamed (Default value was incorrect, this was a clean way to fix that) - SlayDamageAdjustment -> SlayDamageMultiplier Also added a rate multiplier RULE_REAL(Combat, SlayRateMultiplier, 1.0, "Slay Rate Adjustments - Multiply final slay rate check by this value. Default: 1.0") Fixed the ordering of the constants for the slay undead SPA that were backwards and causing major headaches with tuning and setting up slay undead correctly. Base = Damage Mod (100 is base, so 240 = 140% more) Limit = Proc Rate - Value is divided by 10000 for a Float %. e.g. 1700 becomes 0.17 (Or 17% proc rate). Damage bonus should be additive not std::max as AA, Spells and Item bonuses should stack. e.g. Slay Undead RK3 240 + Holy Forge 140 should = 380 (280% damage)
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@@ -619,7 +619,8 @@ RULE_INT(Combat, PCAccuracyAvoidanceMod2Scale, 100, "Scale Factor for PC Accurac
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RULE_BOOL(Combat, AllowRaidTargetBlind, false, "Toggle to allow raid targets to be blinded, default is false (Live-like)")
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RULE_BOOL(Combat, RogueBackstabHasteCorrection, false, "Toggle to enable correction for Haste impacting Backstab DPS too much. DEFAULT: false")
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RULE_BOOL(Combat, LegacyComputeDefense, false, "Trim AGI Scaling of defense mostly for lower levels to help compensate for the newer agi based defense system. Default: False")
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RULE_REAL(Combat, SlayDamageAdjustment, 0.5, "Slay Damage Adjustment - Multiply final slay damage by this value. Default: 0.5")
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RULE_REAL(Combat, SlayDamageMultiplier, 1.0, "Slay Damage Adjustment - Multiply final slay damage by this value. Default: 1.0")
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RULE_REAL(Combat, SlayRateMultiplier, 1.0, "Slay Rate Adjustments - Multiply final slay rate check by this value. Default: 1.0")
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RULE_INT(Combat, MaximumLevelStunsCripplingBlow, 55, "Maximum level that Crippling Blows will stun a npc. Default: 55")
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RULE_INT(Combat, ArcheryBaseDamage, 0, "Archery base damage, default is 0")
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RULE_INT(Combat, BackstabBaseDamage, 0, "Backstab base damage, default is 0")
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