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NPC vs Client damage revamp
Shot list of things that changed: AC Softcap is based on your defensive skill (the scaling factors are based on at least previously stated dev quotes) The over AC Softcap returns are now based on exact calculations made with the Armor of Wisdom AA. Shielding item bonus and Melee mitigation spell bonus (nerfs) NPCs damage will now correctly follow the "damage base + (damage interval * [1, 20])" formula. These changes might seem a little weird but I didn't want to change any of the other damage situations since they were fairly good, but they still could use a revamp as well. New rules: RULE_BOOL ( Combat, OldACSoftcapRules, false) // use old softcaps RULE_BOOL ( Combat, UseOldDamageIntervalRules, false) // use old damage formulas for everything RULE_REAL ( Combat, WarACSoftcapReturn, 0.3448) // new AC returns RULE_REAL ( Combat, ClrRngMnkBrdACSoftcapReturn, 0.3030) RULE_REAL ( Combat, PalShdACSoftcapReturn, 0.3226) RULE_REAL ( Combat, DruNecWizEncMagACSoftcapReturn, 0.2000) RULE_REAL ( Combat, RogShmBstBerACSoftcapReturn, 0.2500) RULE_REAL ( Combat, SoftcapFactor, 1.88) If you want to use the old calculations only, set Combat:OldACSoftcapRules and Combat:UseOldDamageIntervalRules to true
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@@ -143,6 +143,7 @@ public:
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virtual void DoRiposte(Mob* defender);
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void ApplyMeleeDamageBonus(uint16 skill, int32 &damage);
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virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr);
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virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
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bool CombatRange(Mob* other);
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virtual inline bool IsBerserk() { return false; } // only clients
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