Combat Revamp - MAJOR BREAKING CHANGE

This commit makes combat much more live like. This is based on a lot of parses
done by TAKP and myself. There are numerous things based on dev quotes and
hints. Pretty much all combat has changed, spell effects correct, stacking
correct, etc.

This is the fist stage of the revamp, I will be trying to remove some code
duplication and make things generally cleaner.

Server ops will have to rebalance their NPCs. AC actually means something now.
Rough recommendations?
Level 50 "classic" trash should be no more than 115.
Classic raid mobs should be more 200+ etc
Other "classic" NPCs should be a lot lower as well.
PoP trash probably shouldn't exceed 120 AC
PoP raids should be higher
Devs have said the vast majority of NPCs didn't exceed 600 AC until very
recently. The exceptions were mostly raid encounters.

There really isn't a good "default" for every server, so this will be up to
the devs to find where they want their server stats to be.
This commit is contained in:
Michael Cook (mackal)
2017-01-15 00:03:02 -05:00
parent 891fa0411c
commit 9e824876ba
25 changed files with 1520 additions and 1514 deletions
+5 -3
View File
@@ -46,6 +46,7 @@ void Mob::CalcBonuses()
CalcMaxHP();
CalcMaxMana();
SetAttackTimer();
CalcAC();
rooted = FindType(SE_Root);
}
@@ -669,6 +670,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
}
switch (effect) {
case SE_ACv2:
case SE_ArmorClass:
newbon->AC += base1;
break;
// Note: AA effects that use accuracy are skill limited, while spell effect is not.
case SE_Accuracy:
// Bad data or unsupported new skill
@@ -1527,9 +1532,6 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
}
}
// THIS IS WRONG, leaving for now
//this prolly suffer from roundoff error slightly...
newbon->AC = newbon->AC * 10 / 34; //ratio determined impirically from client.
if (GetClass() == BARD)
newbon->ManaRegen = 0; // Bards do not get mana regen from spells.
}