#461
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shurikens of the tranquil are also hitting for upwards of 400 damage non-disc, no crits or anything(monks can't crit anyway like warriors and rogues can) throwing itself is far too accurate and does far too damage, archery is doing fine damage but never hits | |||
#462
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I dunno why accuracy is so far off. Still some investigating to do.
H
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Haynar <Millennial Snowflake Utopia>
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#463
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It's not, at least not on beta.
I parsed some 1000-shot trials using a 240 archery warrior and got hit ratios within a couple points of melee against the same target, and was even able to cap at 90% vs. a 145 def/126 agi mage. I also parsed throwing and got similar results. Dex greatly affects hit chance for both skills. | ||
Last edited by Technique; 10-21-2014 at 07:15 PM..
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#464
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AC should work way better on beta too. Throwing still has the x2 mod tho. H
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Haynar <Millennial Snowflake Utopia>
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#465
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Is RULE_REAL ( Combat, ArcheryHitPenalty, 0.25) defined/used on r99 but not on beta? | |||
#466
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dont forget rangers are getting critical bow shots 400+ currently, dont make it 800+ (this is probably the overpowered damage kanras is referring to)
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#467
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Rangers do get a bump up. Not messing with that.
Dex for PvP gives a bonus to hit more often. Base hit rate default setting is 69%. Not sure of red's setting. There was a 20% bow dmg penalty, which is on red, but currently not on beta. There are likely differences on beta due to some rules settings that are tweaked for red. I need to get that info to see the differences. H
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Haynar <Millennial Snowflake Utopia>
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#468
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There is also an agility bonus in pvp to reduce the hit rate. This could be a place to fine tune hit rates. It really does not make sense for ranged attack. Like you are gonna dodge that rapidly moving projectile. Yeah. Right.
H
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Haynar <Millennial Snowflake Utopia>
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#469
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I parsed two identical rogues on beta for over 10k attacks, except one had 255 agi and the other was debuffed to 1 agi. The hit rate vs. the former was 42.4% and 79.1% vs. the latter.
That's an already huge contribution to avoidance, at least 10x what it is in stock emu: Code:
RULE_REAL ( Combat, AgiHitFactor, 0.01) chancetohit -= ((float)defender->GetAGI() * RuleR(Combat, AgiHitFactor) Does BaseHitChance really have to be as high as 69? | ||
#470
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The dex values of attacker, will override. I will get the rules_values from red tonight, and see what else is going on. H
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Haynar <Millennial Snowflake Utopia>
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