- Heroic Sta HP calc will now apply after natural durability.
- The base 5 hp that everyone gets will now apply after natural
durability.
- Fixed a rounding issue in the mana calc that would sometimes give
the player +1 mana
- Fixed the endurance calc to match the client better.
- When a server has a custom stat cap active the new stat caps
will be reflected on the client.
This is done by reserving an AA slot for a "Phantom" AA that will
act like Planar Power with the difference between what the client
sees and what the server has.
- AA slots cap now will be 300 (the later clients max)
instead of 240 (titanium's max)
Implemented
SE_Worn_Endurance_Regen_Cap 489
modify worn item regen cap
base: amt, limit: none, max: none
Also added support to allow item mana regen cap to check item and spell bonuses.
Raid/Group Mana/Endurance updates should now update real-time once again
Fixed an issue with clients looking like they are 'skipping' when they are moving in view of another client
Fixed an issue with NPC's who are ghosted in plain view of a client when they are not really there
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.
Changes:
Mods are now saved for in the DB so they are loaded on zone
This allows long duration buffs from bards that get mods to keep their mods
Ex. Selo's, Symphony of Battle
Instrument mods are applied to basically anything that is an instrument skill
The only exception to this is discs (ex. Puretone is Singing but always 10)
Singing spells from procs (Ex. Storm Blade) that are instrument skills should
inherit their buffs instrument mod. Doom effects should also. This isn't
implemented yet.