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BugID: 639 (thefoof) Damage calculation

Posted: Tue Nov 19, 2013 5:27 pm
by John Adams
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

Re: BugID: 639 (thefoof) Damage calculation

Posted: Tue Nov 19, 2013 6:37 pm
by thefoof
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

Re: BugID: 639 (thefoof) Damage calculation

Posted: Tue Nov 19, 2013 6:40 pm
by John Adams
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 It's probably outdated, or wrong altogether.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.

Re: BugID: 639 (thefoof) Damage calculation

Posted: Sun Nov 24, 2013 6:56 pm
by thefoof
I found the code you were talking about, it's where we load NPCs in the world database.

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);
}
Which is where those 16 hp mobs are coming from, I'll try and adjust this to something more appropriate.

Re: BugID: 639 (thefoof) Damage calculation

Posted: Mon Nov 25, 2013 7:29 am
by John Adams
Please consider implementing a rule so it is not hard-coded. The hard-codings are giving me hives.