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CononC

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  1. CononC

    Tank Points - By Undertanker

    Yay, checked and kek'd, the -= performs the whole calculation on the right-hand side before subtracting, my bad -> all good 8) The C
  2. Yay! Thanks, I forgot that the -= operator has the whole calculation on the right-hand side done first before subtracting, so I ran a test of for (i in -25:0) { miss <- 5 if (i < -10) {miss <- miss - (i + 10) * 0.4 - 2.0} else {miss <- miss - i*0.1} print(miss)} instead, phew 8) glad to be wrong in this case! Cononchet
  3. Yo! Making a new post with almost the same content. Please check the source code at https://github.com/elysium-project/server/blob/master/src/game/Objects/Unit.cpp#L3056 the equation there for normal white hits is missChance -= (skillDiff + 10) * 0.4f - 2.0f; when skillDiff < -10. And if we calculate with this.. skill def skilldiff normal miss 290 315 -25 9 291 315 -24 8,6 292 315 -23 8,2 293 315 -22 7,8 294 315 -21 7,4 295 315 -20 7 296 315 -19 6,6 297 315 -18 6,2 298 315 -17 5,8 299 315 -16 5,4 300 315 -15 5 301 315 -14 4,6 302 315 -13 4,2 303 315 -12 3,8 304 315 -11 3,4 305 315 -10 6 306 315 -9 5,9 307 315 -8 5,8 308 315 -7 5,7 309 315 -6 5,6 310 315 -5 5,5 311 315 -4 5,4 312 315 -3 5,3 313 315 -2 5,2 314 315 -1 5,1 315 315 0 5 it seems that the equation is bit bugged, giving a 4% leeway for ppl under weapon skill 305. If this is the case, the equation should read missChance -= (skillDiff + 10) * 0.4f + 2.0f; instead. Sorry to rain on everyone's parade :D please doublecheck this for me, I couldn't sleep because something was bothering me... maybe it was this 8) best regards Cononchet, tauren warrior of Anathema
  4. CononC

    Tank Points - By Undertanker

    EDIT: was proven wrong on this, phew! Leaving this here for archival purposes :d Heya! Heh hee, you know what? I had typo'd my spreadsheet yesterday and it produced the correct numbers, so I overlooked this in my last post. But. If we look at the source code https://github.com/elysium-project/server/blob/master/src/game/Objects/Unit.cpp#L3056 the equation there for normal white hits is missChance -= (skillDiff + 10) * 0.4f - 2.0f; when skillDiff < -10. And if we calculate with this.. skill def skilldiff normal miss 290 315 -25 9 291 315 -24 8,6 292 315 -23 8,2 293 315 -22 7,8 294 315 -21 7,4 295 315 -20 7 296 315 -19 6,6 297 315 -18 6,2 298 315 -17 5,8 299 315 -16 5,4 300 315 -15 5 301 315 -14 4,6 302 315 -13 4,2 303 315 -12 3,8 304 315 -11 3,4 305 315 -10 6 306 315 -9 5,9 307 315 -8 5,8 308 315 -7 5,7 309 315 -6 5,6 310 315 -5 5,5 311 315 -4 5,4 312 315 -3 5,3 313 315 -2 5,2 314 315 -1 5,1 315 315 0 5 so the equation is majorly bugged :DD and it should read missChance -= (skillDiff + 10) * 0.4f + 2.0f; instead. And this + was the typo I made, so the numbers looked all good to me.. Sorry to rain on everyone's parade :D please doublecheck this for me, I couldn't sleep because something was bothering me... maybe it was this 8) best regards Cononchet, tauren warrior of Anathema
  5. CononC

    Tank Points - By Undertanker

    Heya! Crap, I wrote a post to explain the weapon skill stuff, but then managed to forget my password and get my account temp disabled. And of course someone else beat me to the punch. But I'm still gonna post, with references! Even made a new account to post as fast as possible, how desperate is that?! Time to try to get some love then, get ready Cetus! I posted earlier about the weapon skill calculations before the source code was known. The calc's were in the right direction, but a bit off - looking at the source code available now, the calculations can be simplified into the following: References to the source code - if you don't believe me, browse the code until I (or hopefully you :P) stand corrected. #_________________________________________________________________________________________________________ From the function at https://github.com/elysium-project/server/blob/master/src/game/Objects/Unit.cpp#L2724 we can see, that the weapon skill applies to melee spells too. the relevant lines are (the first if-element deals with PvP) else if (skillDiff < -10) hitChance = 93.0f + (skillDiff + 10) * 0.4f; // 7% base chance to miss for big skill diff (%6 in 3.x) else hitChance = 95.0f + skillDiff * 0.1f; Here it is, unambiguously put. PLEASE NOTE: This means that the weapon skill also affects yellow hits! #_________________________________________________________________________________________________________ From the function at https://github.com/elysium-project/server/blob/master/src/game/Objects/Unit.cpp#L3056 we can see the "normal" white hit calculation for melee hits. the relevant lines here (again, first if-element deals with PvP) else if (skillDiff < -10) missChance -= (skillDiff + 10) * 0.4f - 2.0f; // 7% base chance to miss for big skill diff (%6 in 3.x) else missChance -= skillDiff * 0.1f; #_________________________________________________________________________________________________________ Surprisingly, the both functions give out the same number when equal weapon skills and mob defense numbers are applied. Thus, the yellow swings and white swings have the same miss % on this server! From this crappy table you can see what happens when the weapon skill goes up. Key points: The base miss chance is 9% when skill = 300 and enemy defense = 315. The base miss chance is 7.4% when skill = 304 and enemy defense = 315. The base miss chance goes down by a whopping 1.4% between 304 and 305. The base miss chance is 6% when skill = 305 and enemy defense = 315. The base miss chance is 5% when skill = 315 and enemy defense = 315. wskill def diff miss % 290 315 -25 13 291 315 -24 12.6 292 315 -23 12.2 293 315 -22 11.8 294 315 -21 11.4 295 315 -20 11 296 315 -19 10.6 297 315 -18 10.2 298 315 -17 9.8 299 315 -16 9.4 300 315 -15 9 301 315 -14 8.6 302 315 -13 8.2 303 315 -12 7.8 304 315 -11 7.4 305 315 -10 6 306 315 -9 5.9 307 315 -8 5.8 308 315 -7 5.7 309 315 -6 5.6 310 315 -5 5.5 311 315 -4 5.4 312 315 -3 5.3 313 315 -2 5.2 314 315 -1 5.1 315 315 0 5 And getting back to my earlier post https://forum.elysium-project.org/topic/32234-weapon-skill-from-300-to-323-and-the-implications-therein-for-warriors-and-perhaps-others-too/ - the Edgemaster's don't give a direct +hit (reduction to miss) of 2.48%. They actually give +hit (reduction to miss) of 3.2%.. I stand also corrected... but it feels good, the Edgemasters are even more overpowered than I originally thought :D I'll make a nice spreadsheet later! Just had to post this while shitting my pants, so I get to say the last word :P! best regards Cononchet, tauren warrior of Anathema
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