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
+3 -8
View File
@@ -221,18 +221,18 @@ public:
//abstract virtual function implementations required by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, int special = 0);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
virtual bool Attack(Mob* other, int Hand = EQEmu::inventory::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
ExtraAttackOptions *opts = nullptr, int special = 0);
ExtraAttackOptions *opts = nullptr);
virtual bool HasRaid() { return (GetRaid() ? true : false); }
virtual bool HasGroup() { return (GetGroup() ? true : false); }
virtual Raid* GetRaid() { return entity_list.GetRaidByClient(this); }
virtual Group* GetGroup() { return entity_list.GetGroupByClient(this); }
virtual inline bool IsBerserk() { return berserk; }
virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
virtual void SetAttackTimer();
int GetQuiverHaste(int delay);
void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
int DoDamageCaps(int base_damage);
void AI_Init();
void AI_Start(uint32 iMoveDelay = 0);
@@ -418,8 +418,6 @@ public:
virtual void CalcBonuses();
//these are all precalculated now
inline virtual int32 GetAC() const { return AC; }
inline virtual int32 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(EQEmu::skills::SkillOffense)) * 9 / 10); }
inline virtual int32 GetATKBonus() const { return itembonuses.ATK + spellbonuses.ATK; }
inline virtual int GetHaste() const { return Haste; }
int GetRawACNoShield(int &shield_ac) const;
@@ -1301,9 +1299,6 @@ private:
void HandleTraderPriceUpdate(const EQApplicationPacket *app);
int32 CalcAC();
int32 GetACMit();
int32 GetACAvoid();
int32 CalcATK();
int32 CalcItemATKCap();
int32 CalcHaste();