Bug ID: 639 - Damage calculation
Bug Date: 2013-08-11 15:58:16
Priority: High
Originated From World: EQ2Emu DB Project (906)
Category: Mécaniques
Sub-Category: Combat
Causes a Crash: Affecte la jouabilité
Reproducible: Sans cesse
Version: SOEBuild=9502L
Details:
Testing fighting (with new calculaion ?) on dev, and noticed my toon make too mutch damage (55 with crap sword and lvl 3) I one shot mobs in frostfang
Spawn: N/A (0), Zone: Frostfang Sea
BugID: 639 (thefoof) Damage calculation
- John Adams
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- thefoof
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Re: BugID: 639 (thefoof) Damage calculation
The only way we increase damage amounts are DPS mod and potency right now so I doubt it's the damage calc, maybe the mobs in the zone just need more hp
- John Adams
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Re: BugID: 639 (thefoof) Damage calculation
Good point, but Parser doesn't get the actual HP of a mob (it gets the % of health, usually 100). So LE has a calc in there that updates if the spawn is 0hp, 0power. It's probably outdated, or wrong altogether.
I see spawns at 16hp in Frostfang.
I see spawns at 16hp in Frostfang.
- thefoof
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Re: BugID: 639 (thefoof) Damage calculation
I found the code you were talking about, it's where we load NPCs in the world database.
Which is where those 16 hp mobs are coming from, I'll try and adjust this to something more appropriate.
Code: Select all
if(npc->GetTotalHP() == 0){
npc->SetTotalHP(15*npc->GetLevel() + 1);
npc->SetHP(15*npc->GetLevel() + 1);
}
if(npc->GetTotalPower() == 0){
npc->SetTotalPower(15*npc->GetLevel() + 1);
npc->SetPower(15*npc->GetLevel() + 1);
}- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
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Re: BugID: 639 (thefoof) Damage calculation
Please consider implementing a rule so it is not hard-coded. The hard-codings are giving me hives.
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