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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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@@ -1439,8 +1439,8 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_SlayUndead: {
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if (newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < base_value) {
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newbon->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = base_value; // Rate
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newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = limit_value; // Damage Modifier
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newbon->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = base_value; // Rate
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newbon->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = limit_value; // Damage Modifier
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}
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break;
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}
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@@ -3589,8 +3589,8 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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case SE_SlayUndead: {
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if (new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] < effect_value) {
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new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = effect_value; // Rate
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new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = limit_value; // Damage Modifier
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new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_RATE_MOD] = limit_value; // Rate
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new_bonus->SlayUndead[SBIndex::SLAYUNDEAD_DMG_MOD] = effect_value; // Damage Modifier
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}
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break;
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}
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