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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.
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+5
-3
@@ -46,6 +46,7 @@ void Mob::CalcBonuses()
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CalcMaxHP();
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CalcMaxMana();
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SetAttackTimer();
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CalcAC();
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rooted = FindType(SE_Root);
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}
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@@ -669,6 +670,10 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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}
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switch (effect) {
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case SE_ACv2:
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case SE_ArmorClass:
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newbon->AC += base1;
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break;
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// Note: AA effects that use accuracy are skill limited, while spell effect is not.
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case SE_Accuracy:
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// Bad data or unsupported new skill
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@@ -1527,9 +1532,6 @@ void Mob::CalcSpellBonuses(StatBonuses* newbon)
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}
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}
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// THIS IS WRONG, leaving for now
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//this prolly suffer from roundoff error slightly...
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newbon->AC = newbon->AC * 10 / 34; //ratio determined impirically from client.
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if (GetClass() == BARD)
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newbon->ManaRegen = 0; // Bards do not get mana regen from spells.
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}
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