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  #41  
Old 04-24-2014, 12:11 PM
Rogean Rogean is offline
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Actually that brings up a good question.

There are two paths to take.

ChanceToHit -= ((100 - ChanceToHit) * AdvoidChance)

This would be 68 -= ((100 - 68) * 0.5) == 52

Or:

ChancetoHit = ((100 - ChanceToHit) * 1 + AdvoidChance

This would be ChanceToHit = ((100 - 68) * 1.5) == 48.

The second option is probably more accurate.
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  #42  
Old 04-24-2014, 12:21 PM
Splorf22 Splorf22 is offline
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How do you derive your second option ?
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  #43  
Old 04-24-2014, 12:27 PM
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I'm missing a step in my maths. Option 2 needed to be subtracted from 100 again back into chance to hit.

So yea both result in a chance to hit of 52.
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  #44  
Old 04-24-2014, 12:27 PM
Splorf22 Splorf22 is offline
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Why are you changing the avoid chance to the chance to hit?

By this math if the original chance to hit was 100% with evasive on you'll be hit (100 -100) = * 1.5 = 0.
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  #45  
Old 04-24-2014, 12:29 PM
Splorf22 Splorf22 is offline
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chance to hit = chance to hit * 21845 / 31768 ofc, because we hate division
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  #46  
Old 04-24-2014, 12:29 PM
Rogean Rogean is offline
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Our code calculates it from the chance to hit perspective, so any math needs to be done from that.

It's impossible to get a 100% chance to hit pre-discipline, as those values are clamped at 10/90.

But let's say they weren't clamped. In your example you forgot to add it back to chance to hit. So if chance to hit is 100%, chance to avoid is 0%.. You can't increase 0% by any number, so yes it would still remain a 100% chance to hit.
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  #47  
Old 04-24-2014, 12:41 PM
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Splorf skipping a grade straight into EQ honors calculus.
  #48  
Old 04-24-2014, 12:41 PM
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chancetohit = clamp(chancetohit - (((100 - 68) * AvoidChance) / 1000)), 0, 100);

(In code, AvoidChances are * 10.. so evasive is 500).
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  #49  
Old 04-24-2014, 12:42 PM
Splorf22 Splorf22 is offline
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Hmm, actually I just thought about this, but any time a NPC would have a less than 33% chance to hit that would become 0 by this math. So maybe this isn't as good as I was thinking.

Maybe just change the original code from 50% to 33%
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  #50  
Old 04-24-2014, 12:43 PM
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What situations would a mob have a 33% hit chance to start.. and maybe it should be set to 0?

If a high level player on eqlive walks into a low level dungeon where the mobs would already have such a low chance to hit.. and he hits evasive. What's the result? He would probably never get hit. So I'd imagine that would be intended.
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