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  #1  
Old 02-23-2009, 01:45 PM
ChaosSlayer
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you should be aware that in that that "rule fix" which broke the avoidance has been removed from the code and next version of the server build will be released wihout it - hence you don't need to fix anything on your side - simply wait till next release.
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  #2  
Old 02-23-2009, 02:32 PM
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cavedude
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No, the rule DID NOT break avoidance. Avoidance was broken from the start. It had a value of 100. I added the rule because I wasn't sure of the Live value. I set the rule default to 1250, turns out it should have been 1000. So, the rule was much closer to Live than it was previously... Besides, it was a rule meaning you could have changed the value to match your server.

But, your advice to them is flawed. They mention above that they are using altered combat code where the value of 100 (or 10, whatever they use) is correct for them. That means by removing the rule I am again forcing them to manually change the line to match their code. It has to be done because as KLS said the rule never should have been added. The value is 1000, no need to change it in stock EQEmu code.
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  #3  
Old 02-23-2009, 06:35 PM
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trevius
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Yeah, Hunter, that is the setting you need to change. I think something like 5 instead of 50 would work fine.

As I have said already, the new code is the correct way things should be done. But, even with the rule that was there before, you couldn't get the same results as you do by pasting in the original formula that was used. This is because the new one actually reduces hit chance for avoidance by a percentage instead of subtracting a flat amount like it used to. Subtracting a flat amount is a really bad way to do it, but for databases that were built around using that formula for avoidance, it works and would be a pain to switch over. At some point, I definitely want to do the switch to the new way, but I am hoping to wait until hitchance is tweaked and finalized enough so it doesn't have to be done again and again as it is a pretty major headache and nearly impossible to get encounters feeling the same as they did before.
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  #4  
Old 02-23-2009, 06:47 PM
KLS
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I'm adding some new hit chance stuff soon, it's getting there but not quite there. This new hit chance feels better than the old one but I'm still not convinced it's perfect by any means.
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  #5  
Old 02-23-2009, 11:54 PM
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trevius
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Any idea what these rules would need to be set to to make it almost exactly the way it was before this new change? If I put this in without the option to keep things how they currently are on my server, Kayen (my main GM) is gonna kill me!

Unless these changes are completely final and most likely won't be changed for a very long time, it will be extremely tough to justify rebalancing all end-game content around this. I am not worried about low to even high level content because those won't see a huge impact, but for a few of our high tier zones, each boss encounter has been tuned to be an extremely tough fight. By changing melee this much, it is sure to require tuning each one individually and watching players over and over until they are perfect again. That is the whole reason that I replace the hitchance bonus line each time, because it would have caused a headache to fix it no matter what.

Code:
INSERT INTO `rule_values` VALUES (0, 'Combat:BaseHitChance', 69);
INSERT INTO `rule_values` VALUES (0, 'Combat:AgiHitFactor', 0.01);
INSERT INTO `rule_values` VALUES (0, 'EventLog:RecordSellToMerchant', 'false');
INSERT INTO `rule_values` VALUES (0, 'Combat:HitFalloffMinor', 5.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:HitFalloffModerate', 7.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:HitFalloffMajor', 50.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:HitBonusPerLevel', 0.4)
INSERT INTO `rule_values` VALUES (0, 'Combat:WeaponSkillFalloff', 0.33)
INSERT INTO `rule_values` VALUES (0, 'Combat:ArcheryHitPenalty', 0.25)
INSERT INTO `rule_values` VALUES (0, 'Combat:MeleeHitChanceMod', 1.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:PriestHitChanceMod', 0.85)
INSERT INTO `rule_values` VALUES (0, 'Combat:CasterHitChanceMod', 0.7)
INSERT INTO `rule_values` VALUES (0, 'Combat:HeavyAvoidChanceMod', 1.0)
INSERT INTO `rule_values` VALUES (0, 'Combat:ModerateAvoidChanceMod', 0.96)
INSERT INTO `rule_values` VALUES (0, 'Combat:LightAvoidChanceMod', 0.91)
INSERT INTO `rule_values` VALUES (0, 'Combat:UnarmoredAvoidChanceMod', 0.86)
I am not trying to complain about this. I know for sure that combat needed improvements and that some formulas had just been done the wrong way from the start. As long as the changes can be somehow set to work nearly identical to how they used to, it isn't a problem at all. The main issue I have is that I can't avoid putting this update on my server lol. I can't even really delay it. With all of the work I have been doing on SoF, it means updates to the Storm Haven server code almost daily directly from the SVN. Also, since SoF has kept me so busy and will for a while to come, it makes it very hard for me to find time to even make an attempt at rebalancing all end-game content. I am just hoping that there is a good solution for this. I don't think I can manually switch all of those changes back each time I update, lol. If there isn't a good solution, I may have to add in some defines to let people easily define which combat system to use, old or new with new being default. At least as long as that change (adding defines) is ok with the other devs.

Like I said, sorry if this seems like a whine. I don't want it to be, but I am sure I will hear it 10 fold from my players and GM if I let this go through as-is right now.
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Last edited by trevius; 02-24-2009 at 09:03 AM..
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  #6  
Old 02-24-2009, 12:35 AM
ChaosSlayer
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thats why I said many times - dear devs please make a COMPLITE wiki about ALL rules you introducing into a code and IN DETAIL explanation how they work and what do these values mean and HOW they affect the server IN DETAIL with IN DEPTH examples

Most these rules Trev listed never even appeared in the changelog file... How I even supose to know what rules are there, much less what set them to?
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  #7  
Old 02-24-2009, 01:28 AM
KLS
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It should be fairly similar to how it was for raid mobs, you may want to bump the base chance to hit down a notch is the only thing I can think of as I bumped it up a bit. Perhaps set the archery thing to 0.0 also.

Oh and the agil factor was 0.015.
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  #8  
Old 02-25-2009, 04:17 PM
thepoetwarrior
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Sourced in the combat SQL's and updated source code to Rev361 etc, players not getting hit enough again.

Tried Trev's edit of attack code and still same.

Blah
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