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  #1  
Old 04-16-2008, 09:14 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default Quiver Haste?

Back on live, weigth reduction of Quivers worked as Haste for bow atatcks.

So 20% Wr on Fleeting Quiver was essentialy +20% haste to bow attack which stacked with both: normal haste item and with haste spell

could devs confirm if this working the same way on Emu?

thanks!
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  #2  
Old 04-17-2008, 01:56 PM
xxarthurxx
Hill Giant
 
Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
Default

The weight reduction on fleeting quiver is actually 60% and the formula for bow haste is something like wr / 3 = haste percent, so yes fleeting quiver was roughly 20% which stacks with all other forms of haste... no clue if its in the emu already but ive made the quiver for my ranger and just trust that it already is :O
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  #3  
Old 04-18-2008, 05:13 AM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

It took me a while to find it, but the simple answer is no, it doesn't look like it.

Haste is calculated in zone/client_mods.cpp:
Code:
 1029 int Client::CalcHaste() {
 1030 	int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
 1031 	int cap = 0;
 1032 	int level = GetLevel();
 1033 	/*
 1034 	if(disc_inuse == discBlindingSpeed) {
 1035 		if(!disc_elapse.Check(false)) {
 1036 			h += 20;		//this ammount is completely unknown
 1037 		} else {
 1038 			disc_inuse = discNone;
 1039 		}
 1040 	} */
 1041 
 1042 	if(level < 30) { // Rogean: Are these caps correct? Will use for now.
 1043 		cap = 50;
 1044 	} else if(level < 50) {
 1045 		cap = 74;
 1046 	} else if(level < 55) {
 1047 		cap = 84;
 1048 	} else if(level < 60) {
 1049 		cap = 94;
 1050 	} else {
 1051 		cap = 100;
 1052 	}
 1053 
 1054 
 1055 	if(h > cap) h = cap;
 1056 
 1057 	h += spellbonuses.hastetype3;
 1058 	h += ExtraHaste;	//GM granted haste.
 1059 
 1060 	Haste = h;
 1061 	return(Haste);
 1062 }
Just thinking out loud, the main issue with just adding a line at the bottom to check for quivers w/ weight reduction is that it would also apply the haste to regular weapons. Therefore, a check or separate function would be needed to see if it is a ranged weapon.

Hope this helps.
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