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Welcome to our newest member, aak999.
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| Runescape Private Servers Advertise your Runescape private server(s) here. Discuss about servers, post tutorials, get help, read people's developments, etc. |
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Corporal
Posts: 105
Join Date: Nov 2007
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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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Corporal
Posts: 105
Join Date: Nov 2007
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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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Captain
Posts: 719
Join Date: Jun 2007
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06-09-2008, 09:41 AM
BAN+1 for 14x posts in a row!!!
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Field Marshal
Posts: 1,396
Join Date: Jul 2007
Location: Vamp
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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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Field Marshal
Posts: 1,383
Join Date: Nov 2007
Location: Tav
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06-09-2008, 03:11 PM
Quote:
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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.
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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
Archmage
Eloquence
Game Helper
Game Master
Black Guildmaster
"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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Field Marshal
Posts: 1,383
Join Date: Nov 2007
Location: Tav
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06-09-2008, 03:19 PM
Quote:
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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;
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+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
Archmage
Eloquence
Game Helper
Game Master
Black Guildmaster
"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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Corporal
Posts: 123
Join Date: Apr 2008
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06-10-2008, 01:40 AM
Quote:
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Originally Posted by Tav
Quote:
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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;
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+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"
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+110 before armor reducing is fine.
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Corporal
Posts: 123
Join Date: Apr 2008
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06-10-2008, 01:48 AM
Quote:
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Originally Posted by Tav
Quote:
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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]
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tav can u put some figures in for an example? thanks.
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Field Marshal
Posts: 1,396
Join Date: Jul 2007
Location: Vamp
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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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Sergeant
Posts: 261
Join Date: Jun 2007
Location: Droozys
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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
Droozys - Terrorist Revolution
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Corporal
Posts: 191
Join Date: Jul 2007
Location: Dorwin6
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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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Field Marshal
Posts: 1,383
Join Date: Nov 2007
Location: Tav
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06-10-2008, 01:47 PM
yeah they drop icy berks

Tav
Archmage
Eloquence
Game Helper
Game Master
Black Guildmaster
"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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Sergeant
Posts: 261
Join Date: Jun 2007
Location: Droozys
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06-10-2008, 04:06 PM
Quote:
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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.
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incase you miss this.
Droozys - Terrorist Revolution
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Corporal
Posts: 123
Join Date: Apr 2008
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06-11-2008, 04:47 AM
Players still complain about ZEM bug.
u drop item rather than zem.
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Field Marshal
Posts: 1,396
Join Date: Jul 2007
Location: Vamp
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06-11-2008, 05:26 AM
Dire boar drops icy hauberk only, ice golem drops icy horns
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Sergeant
Posts: 261
Join Date: Jun 2007
Location: Droozys
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06-14-2008, 09:25 AM
Vamp liche drop liche neck 1/1000 or 1/10,000 lol?
Droozys - Terrorist Revolution
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Sergeant
Posts: 261
Join Date: Jun 2007
Location: Droozys
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06-21-2008, 08:41 PM
Should we implement NO NAKED rules in arena?
Droozys - Terrorist Revolution
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Field Marshal
Posts: 1,383
Join Date: Nov 2007
Location: Tav
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06-21-2008, 10:44 PM
it would be hard rule to enforce. as armorbreak is capable of removing armors also

Tav
Archmage
Eloquence
Game Helper
Game Master
Black Guildmaster
"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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