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#1
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Quote:
__________________
Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | |||
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#2
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Quote:
Quote:
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#3
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Pudge logs are last dated 2012
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#5
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I did this the day after the patch, just because the bonus seemed miniscule:
Quote:
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#6
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That seems just about what it should be based on the code.
Code:
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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#7
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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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#8
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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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#9
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Agree, hit rate massive, AC fix should help the rest.
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#10
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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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