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#41
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#42
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I did this the day after the patch, just because the bonus seemed miniscule:
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#43
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That seems just about what it should be based on the code.
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else if (RuleI(Combat,TwoHandedDmgBonus) == 2)
{
if (Weapon->Delay <= 27)
return (GetLevel() - 22) / 3; // Just 1h bonus + 1.
int32 base;
if (GetLevel() > 50)
base = ((GetLevel() - 7) / 3);
else
base = ((GetLevel() - 25) / 2);
if (Weapon->Delay <= 39)
return base;
else if (Weapon->Delay <= 42)
return base + 1;
else if (Weapon->Delay <= 44)
return base + 3;
else
return base + (Weapon->Delay - 31)/3;
}
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#44
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Based on the code above it looks to me like the bonus on a level 60 with an oggok cleaver should be:
Base: ((GetLevel(60) - 7) / 3) = ______________________ 53/3 = 17.666 Final: return base + (Weapon->Delay - 31)/3 = _______________________ 17.666 + (60 - 31)/3 = ____________________________ 17.666 + 9.666 = 27.333 And for a weighted axe should be: Base: ((GetLevel(60) - 7) / 3) = ______________________ 53/3 = 17.666 Final: return base + (Weapon->Delay - 31)/3 = ______________________ 17.666 + (150 - 31)/3 = ___________________________ 17.666 + 39.666 = 57.333 That is a difference of exactly 30. The difference in my test was 35, but the regular damage of the weighted axe is 1 point higher, so I'm guessing that's what accounts for it (without having the code in front of me, I bet the basic calc for max damage is 5*damage). So.. 2h damage bonus working as intended! (Unless something changed since may 2013. I know my numbers are old.) | ||
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#45
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base is an integer and I'm guessing the second expression is coerced to an int, so damage bonus for the cleaver and axe would be 26 and 56, respectively.
At any rate, the problem with melee isn't 2hander damage (it's accurate to the era) or frequency of max hits (they're not), it's the base hit chance, independent of all other factors, which is simply too high. | ||
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#46
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Agree, hit rate massive, AC fix should help the rest.
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#47
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Sitting damage wasn't right at least in PvE.
Sitting targets I believe are guaranteed to be hit atm, not necessarily for max. That needs to change to be a max hit for a sitting target being hit in both pvp/pve. | ||
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#48
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It's already correct, in PvP anyway.
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#49
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Never was hit like this, in the 5 seconds I go for Bane of Nife I've already lost 1200-1500 without even a disc being blown. I have 900 AC on a shaman that's about as high as my class can get and I'm getting torn apart like I'm wearing paper. Melee hit box about 50% larger than it was on live. Melee hit rate set far too high Melee dmg set far too high Melee pushback causing spell interruption is like 75% more than it was on live a hasted rogue or warrior rocking one handers can shut down every spell. All my spells are over 5 seconds making my class almost unplayable vs melee's currently. Not gonna lie PvP is not a lot of fun right now. | |||
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#50
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