Welcome, Guest. Please login or register.
Did you miss your activation email?
November 29, 2024, 03:19:06 pm *

Login with username, password and session length
Pages: [1] 2
Print
Author Topic: Brawler Charm  (Read 17250 times)
Bludlust
Jr. Member
**
Posts: 99


View Profile
« on: October 31, 2010, 05:11:22 am »

Ok so I have heard 3 different things about how it doesn't work, A: Just the +% doesn't work, B: The stats don't work and C: Just the haste doesn't work....Anyone can clarify EXACTLY whats wrong with the charm? and how long it hasnt been working...would be nice to put one on my ranger and monk and have it work.
Logged

Everett - Warrior, Fable - Paladin, Bloodlord - Paladin, Kimboslice - Shadowknight, Combatmedic - Cleric, Bludlust - Ranger.
Drezden
Sr. Member
****
Posts: 340



View Profile
« Reply #1 on: October 31, 2010, 05:17:36 am »

 During our DPS parses we noticed this.. Check out lerxst2112 post at bottom,maybe thats the cause?

http://ezserver.online/forums/index.php?topic=1150.15



Ok, I investigated this a bit on my private server.  Worn haste over 127% will not work.

Here is the relevant code:

bonuses.cpp - line 293
Code:
	//FatherNitwit: New style haste, shields, and regens
if(newbon->haste < (sint8)item->Haste) {
newbon->haste = item->Haste;
}

Since the haste value is a signed 8 bit number, anything over 127 is a negative number and will not be applied.

I checked this file back to June 2009, and it has always been that way.  I would assume that if it ever worked it was due to custom code that is different from the eqemu sources.

Haste is also hardcoded to be capped at 100% for the sum of item haste, spell haste, and spell haste v2.  Spell haste v3 is added on top of that.  Allowing haste past 100%, excluding haste v3, would need to be done with custom code.

Logged
Hunter
EZ Server GM
Legend
*******
Posts: 8100


EZ Server GM


View Profile
« Reply #2 on: October 31, 2010, 06:21:23 am »

Good info. The haste was working when I originally made the items but obviously got broken with new source code, errr fixed with cap or something.

Looks like I might have to fix Brawlers by making all items with Haste greater than 126 to equal 126 and give some bonuses in other ways like strikethru or something. I'll update that stuff when I can.

Logged

Hunter - EZ Server GM
Bludlust
Jr. Member
**
Posts: 99


View Profile
« Reply #3 on: October 31, 2010, 09:35:28 am »

Sweet bud, would rock Smiley
Logged

Everett - Warrior, Fable - Paladin, Bloodlord - Paladin, Kimboslice - Shadowknight, Combatmedic - Cleric, Bludlust - Ranger.
krujo81
Full Member
***
Posts: 185



View Profile
« Reply #4 on: November 02, 2010, 04:47:02 am »

i dont know if we have this spell in our db/spell files
http://lucy.allakhazam.com/spell.html?id=6207&source=Live
But seems like this would be a good way to go can make varations of it for brawlers 1-50
like brawlers level 1 only add 10% quarter way though 40% then 80% then last one stays at 80% but gives Higher strikethough and +archry hand to hand and backstab
« Last Edit: November 02, 2010, 04:50:41 am by krujo81 » Logged


sohami
Sr. Member
****
Posts: 396


View Profile
« Reply #5 on: November 02, 2010, 07:55:57 am »

there we go.

hell, make it a proc even or a right click buff.
Logged
Xiggie | Stone
Legend
*******
Posts: 2119



View Profile
« Reply #6 on: November 03, 2010, 01:26:18 am »

Giving the brawlers haste up until 125% and then compensating the rest with a proc that gradually goes up I think would be a grand idea. Nothing major, just something that would equal out to the same amount of dps. Adding that to the ultimate charm would seem fair since the UC would lose the haste as well.
Logged

lerxst2112
Hero Member
*****
Posts: 724


View Profile
« Reply #7 on: November 03, 2010, 02:36:44 am »


If you do make it 125% and expect to actually get 125% out of it then the haste cap will need to be changed if it hasn't already been changed.

To do that you can make a simple edit to client_mods.cpp
Code:
int Client::CalcHaste() {
int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
int cap = 0;
int level = GetLevel();
/*
if(disc_inuse == discBlindingSpeed) {
if(!disc_elapse.Check(false)) {
h += 20; //this ammount is completely unknown
} else {
disc_inuse = discNone;
}
} */

if(level < 30) { // Rogean: Are these caps correct? Will use for now.
cap = 50;
} else if(level < 50) {
cap = 74;
} else if(level < 55) {
cap = 84;
} else if(level < 60) {
cap = 94;
} else {
cap = 100; // <- Change to new cap
}


if(h > cap) h = cap;

h += spellbonuses.hastetype3;
h += ExtraHaste; //GM granted haste.

Haste = h;
return(Haste);
}

I increased the cap on my server to 130% and in my brief tests I didn't notice any issues.  This would increase the cap for everyone though, not just those using the brawler charm.  To do that would be more complicated.
Logged
Gnaughty
Hero Member
*****
Posts: 575



View Profile
« Reply #8 on: November 03, 2010, 11:15:36 am »

You guys are too damned smart for me to follow.
Logged

Poop
Drezden
Sr. Member
****
Posts: 340



View Profile
« Reply #9 on: November 03, 2010, 02:43:09 pm »

 Not me lol.. I just try to facilitate the process and bring it to light.
Logged
Balthor2
Guest
« Reply #10 on: November 03, 2010, 03:10:42 pm »


If you do make it 125% and expect to actually get 125% out of it then the haste cap will need to be changed if it hasn't already been changed.

To do that you can make a simple edit to client_mods.cpp
Code:
int Client::CalcHaste() {
int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
int cap = 0;
int level = GetLevel();
/*
if(disc_inuse == discBlindingSpeed) {
if(!disc_elapse.Check(false)) {
h += 20; //this ammount is completely unknown
} else {
disc_inuse = discNone;
}
} */

if(level < 30) { // Rogean: Are these caps correct? Will use for now.
cap = 50;
} else if(level < 50) {
cap = 74;
} else if(level < 55) {
cap = 84;
} else if(level < 60) {
cap = 94;
} else {
cap = 100; // <- Change to new cap
}


if(h > cap) h = cap;

h += spellbonuses.hastetype3;
h += ExtraHaste; //GM granted haste.

Haste = h;
return(Haste);
}

I increased the cap on my server to 130% and in my brief tests I didn't notice any issues.  This would increase the cap for everyone though, not just those using the brawler charm.  To do that would be more complicated.


If you used this then you would just need to adjust a couple haste values.

Btw hunter you care to let us know what the max value is for stuff like shielding?
Logged
Xiggie | Stone
Legend
*******
Posts: 2119



View Profile
« Reply #11 on: November 03, 2010, 05:55:22 pm »


If you do make it 125% and expect to actually get 125% out of it then the haste cap will need to be changed if it hasn't already been changed.

To do that you can make a simple edit to client_mods.cpp
Code:
int Client::CalcHaste() {
int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
int cap = 0;
int level = GetLevel();
/*
if(disc_inuse == discBlindingSpeed) {
if(!disc_elapse.Check(false)) {
h += 20; //this ammount is completely unknown
} else {
disc_inuse = discNone;
}
} */

if(level < 30) { // Rogean: Are these caps correct? Will use for now.
cap = 50;
} else if(level < 50) {
cap = 74;
} else if(level < 55) {
cap = 84;
} else if(level < 60) {
cap = 94;
} else {
cap = 100; // <- Change to new cap
}


if(h > cap) h = cap;

h += spellbonuses.hastetype3;
h += ExtraHaste; //GM granted haste.

Haste = h;
return(Haste);
}

I increased the cap on my server to 130% and in my brief tests I didn't notice any issues.  This would increase the cap for everyone though, not just those using the brawler charm.  To do that would be more complicated.


If its just a matter of doing this then can't he just set the haste cap at 500% or something like that? That way things that are supposed to be higher than 125% can be so.
Logged

lerxst2112
Hero Member
*****
Posts: 724


View Profile
« Reply #12 on: November 03, 2010, 06:40:45 pm »


The haste cap could be set to anything, however there is a minimum delay that can be used on attacks, so eventually more haste is meaningless.  Going from the current assumption of 100% being the cap, changing it to 500% would also presumably cause balance issues.
Logged
krujo81
Full Member
***
Posts: 185



View Profile
« Reply #13 on: November 03, 2010, 09:22:45 pm »

yeah and with weapons having 140 damage 13 dly lol how much haste do u really need?. but on the other hand + to skills would allow you to land hits more offten or +damage (skilL) could let anything in that skill do more damage
Logged


Xiggie | Stone
Legend
*******
Posts: 2119



View Profile
« Reply #14 on: November 06, 2010, 01:35:48 pm »

When the haste on the brawlers got messed up I lost about 30% dps. That is huge so it does matter quite a bit. I don't see how setting the haste cap to 500% or even 1000% would make any balancing problems. Things would function as they were intended to.
Logged

Pages: [1] 2
Print
Jump to:  

Recent

Stats

Members
  • Total Members: 6156
  • Latest: Rin1
Stats
  • Total Posts: 65127
  • Total Topics: 5066
  • Online Today: 298
  • Online Ever: 8678
  • (December 19, 2022, 02:32:09 pm)
Users Online
Users: 0
Guests: 53
Total: 53
TinyPortal v1.0 beta 4 © Bloc