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Default 06-09-2008, 09:27 AM

sorry for the many many potsts, something is wron with my access to forums, and it doesnt show that it posts, so i clicked submit too many times
  
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Default 06-09-2008, 09:29 AM

by the way, i meant add Str and mag as hit prob + mage bonus + warior bonus times 1.5
  
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Default 06-09-2008, 09:41 AM

BAN+1 for 14x posts in a row!!!


  
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  (#24)
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Default 06-09-2008, 11:08 AM

I Know. I want the values not what I asked to be re-written and posted back to me


  
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Default 06-09-2008, 03:11 PM

Quote:
Originally Posted by Vamp
Tav you need to understand how a battle staff works. If someone attacks with it, it works out the element and the spell type (it uses an existing spell from the magic.cfg file).

It then casts the magic, as if it were casted by the player, on the target location using the usual magic dice damage (currently *1.5, but after update will be *1.25 (on monsters its already *2)).

The hit prob is passed in as:

(((INT + AngelicINT) - 50)/2)+400

The 400 is static atm. This needs to be dynamic based on your idea (strength?).

As you can see, its pretty simple. Implementing such a complex damage system for a mixed-breed class like half magic half physical will get... too complex!

If I were to add unique stuff to the bmage staffs, it would directly affect the spell that the staff casts. E.g meteor spell would do 2 hits, as it used to do in the original servers.

ALL I need to change is the Hit ratio of the above calculation to make it fair between the 2 primary classes (mage and warrior), then Ill let the higher spells (that come from the staffs) penetrate pfm.
alright for the battle staff hitting probability

((MAG + AngelicMAG + HatMAG) -50 *1.5 + StaffSkill(100) + MagicSkill(100) + (Bonus from other source, such as hero/godly both sets should affect the battle staff) using a crit should add +100 as it does to warrior attacks)

the target defends with Defense Ratio + Magic Resistance

as far as the damage on them is concerned

they should recieve bonus dmg as follows ((STR/300) + (MAG/300)). (3% per 10 STR and MAG)

[hr:f6cef543da]



Tav
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Default 06-09-2008, 03:19 PM

Quote:
Originally Posted by Vamp
Oh, and also, I've put day and night back in. By default the values of Lighting/Dark Exe are as followed:

iAP_SM += 4; // small monsters + players
iAP_L += 4; // large monsters

This is calculated at the same time as kloness (between the damage base and crits), meaning that it is added to the Crit base. So if you could run the figures and let me know what kinda bonuses they add with certain strengths.

Just a reminder of the current crit calc:

dTmp1 = (double)iAP_SM;
dTmp2 = (double)m_pClientList[sAttackerH]->m_iLevel;
dTmp3 = dTmp2 / 100.0f;
dTmp2 = dTmp1 * dTmp3;
iTemp = (int)(dTmp2 +0.5f);
iAP_SM += iTemp;
+4 is hardly noticeable, i recommend increasing the bonus to +10 which should net about +110 dmg (before armor reductions) any more than this and it will be approaching the dmg of devastator, during its "time"



Tav
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Eloquence
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"Anybody can become angry - that is easy, but to be angry with the right person and to the right degree and at the right time and for the right purpose, and in the right way - that is not within everybody's power and is not easy."
  
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Default 06-10-2008, 01:40 AM

Quote:
Originally Posted by Tav
Quote:
Originally Posted by Vamp
Oh, and also, I've put day and night back in. By default the values of Lighting/Dark Exe are as followed:

iAP_SM += 4; // small monsters + players
iAP_L += 4; // large monsters

This is calculated at the same time as kloness (between the damage base and crits), meaning that it is added to the Crit base. So if you could run the figures and let me know what kinda bonuses they add with certain strengths.

Just a reminder of the current crit calc:

dTmp1 = (double)iAP_SM;
dTmp2 = (double)m_pClientList[sAttackerH]->m_iLevel;
dTmp3 = dTmp2 / 100.0f;
dTmp2 = dTmp1 * dTmp3;
iTemp = (int)(dTmp2 +0.5f);
iAP_SM += iTemp;
+4 is hardly noticeable, i recommend increasing the bonus to +10 which should net about +110 dmg (before armor reductions) any more than this and it will be approaching the dmg of devastator, during its "time"
+110 before armor reducing is fine.


  
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Default 06-10-2008, 01:48 AM

Quote:
Originally Posted by Tav
Quote:
Originally Posted by Vamp
Tav you need to understand how a battle staff works. If someone attacks with it, it works out the element and the spell type (it uses an existing spell from the magic.cfg file).

It then casts the magic, as if it were casted by the player, on the target location using the usual magic dice damage (currently *1.5, but after update will be *1.25 (on monsters its already *2)).

The hit prob is passed in as:

(((INT + AngelicINT) - 50)/2)+400

The 400 is static atm. This needs to be dynamic based on your idea (strength?).

As you can see, its pretty simple. Implementing such a complex damage system for a mixed-breed class like half magic half physical will get... too complex!

If I were to add unique stuff to the bmage staffs, it would directly affect the spell that the staff casts. E.g meteor spell would do 2 hits, as it used to do in the original servers.

ALL I need to change is the Hit ratio of the above calculation to make it fair between the 2 primary classes (mage and warrior), then Ill let the higher spells (that come from the staffs) penetrate pfm.
alright for the battle staff hitting probability

((MAG + AngelicMAG + HatMAG) -50 *1.5 + StaffSkill(100) + MagicSkill(100) + (Bonus from other source, such as hero/godly both sets should affect the battle staff) using a crit should add +100 as it does to warrior attacks)

the target defends with Defense Ratio + Magic Resistance

as far as the damage on them is concerned

they should recieve bonus dmg as follows ((STR/300) + (MAG/300)). (3% per 10 STR and MAG)

[hr:fc38872872]
tav can u put some figures in for an example? thanks.
  
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  (#29)
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Default 06-10-2008, 05:10 AM

has anyone noticed the day/night cycle yet? I was on shortly yesterday and didnt notice it?


  
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Default 06-10-2008, 05:11 AM

Vamp could you check to see if dire boar drop icy item? h4lp told me that he've killed 1.2k dire boar and still havent see any icy item ever since the update. I have not test it, dont have the time to do that srry >.<. Thanks


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Default 06-10-2008, 05:27 AM

After obtaining godly blade, It's only 1 upgrade to upgrade from Godly Blade 0 to +15
  
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  (#32)
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Default 06-10-2008, 01:47 PM

yeah they drop icy berks



Tav
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"Anybody can become angry - that is easy, but to be angry with the right person and to the right degree and at the right time and for the right purpose, and in the right way - that is not within everybody's power and is not easy."
  
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Default 06-10-2008, 04:06 PM

Quote:
Originally Posted by azu
regarding the bug i've mentioned about earlier the hp bug. For some reason, if u get poisoned, you get d/c after about 1 min max.
incase you miss this.


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Default 06-11-2008, 04:47 AM

Players still complain about ZEM bug.
u drop item rather than zem.
  
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  (#35)
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Default 06-11-2008, 05:26 AM

Dire boar drops icy hauberk only, ice golem drops icy horns


  
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Default 06-14-2008, 09:25 AM

Vamp liche drop liche neck 1/1000 or 1/10,000 lol?


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Default 06-21-2008, 08:41 PM

Should we implement NO NAKED rules in arena?


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Default 06-21-2008, 10:44 PM

it would be hard rule to enforce. as armorbreak is capable of removing armors also



Tav
Archmage
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"Anybody can become angry - that is easy, but to be angry with the right person and to the right degree and at the right time and for the right purpose, and in the right way - that is not within everybody's power and is not easy."
  
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