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  #461  
Old 10-21-2014, 05:31 PM
Colgate Colgate is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Well maybe archery needs a mod to prevent TS lvl dmg. So divide wep by 2, but leave arrow dmg alone. Can give that a whirl.

The 2x for throwing is just wrong imho.

H
one time i was sitting down and a sub-40% hp warrior threw a throwing boulder, it crippling blowed for 820 damage

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
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  #462  
Old 10-21-2014, 06:40 PM
Haynar Haynar is offline
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I dunno why accuracy is so far off. Still some investigating to do.

H
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  #463  
Old 10-21-2014, 07:07 PM
Technique Technique is offline
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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  
Old 10-21-2014, 09:32 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
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.
So hit chance seems right on Beta?

AC should work way better on beta too. Throwing still has the x2 mod tho.

H
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  #465  
Old 10-22-2014, 07:06 AM
Technique Technique is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
So hit chance seems right on Beta?
It seems so. Assuming equal dex (though dex has no effect on melee hit chance to my knowledge), it's still lower than melee hit chance vs. the same target, but I think that says more about melee hit chance being too high than ranged hit chance being too low.

Is RULE_REAL ( Combat, ArcheryHitPenalty, 0.25) defined/used on r99 but not on beta?
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  #466  
Old 10-22-2014, 10:27 AM
Mac Drettj Mac Drettj is offline
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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  
Old 10-22-2014, 11:01 AM
Haynar Haynar is offline
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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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  #468  
Old 10-22-2014, 11:10 AM
Haynar Haynar is offline
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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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  #469  
Old 10-22-2014, 12:35 PM
Technique Technique is offline
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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)
In an earlier parse vs. a 255 agi enchanter, hit chance was only reduced to 82.5%. That's as low as a caster could hope to reduce hit chance as it stands now, which is a pitiful 7.5% below the hit cap. To further reduce such a high hit chance to something more reasonable (say 66%) would require seriously increasing agility's current contribution, which in turn would likely screw up melee vs. melee.

Does BaseHitChance really have to be as high as 69?
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  #470  
Old 10-22-2014, 12:41 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
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)
In an earlier parse vs. a 255 agi enchanter, hit chance was only reduced to 82.5%. That's as low as a caster could hope to reduce hit chance as it stands now, which is a pitiful 7.5% below the hit cap. To further reduce such a high hit chance to something more reasonable (say 66%) would require seriously increasing agility's current contribution, which in turn would likely screw up melee vs. melee.

Does BaseHitChance really have to be as high as 69?
I did not see anything that would have been enchanter specific, other than defense skill, which also comes into play.

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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