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#2
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I looked at the giant's hits against DSM, and I saw some weak indications of something similar; 20% at min hit and 13% at max hit. The other interesting thing I noticed was that your histrogram shows Jibartik with exactly 20 unique hit values. The giants were similar: almost all the values fell into 20 distinct values, but 1% didn't fit that pattern. Everything I've seen when looking at player damage points toward that pattern not occuring in player hits. DSM's unique hit values on the giants, for example, ranges from 35 in mainhand punches to 93 in IFS hits. This suggests a conclusion that: * mob damage and player damage have different calculations * player damage has something to add some noise to "smear" hit values across more unique values * this difference in calculation, either intentionally or unintentially, leads to a high percentage of player hits at some value that's right around the average for that weapon. There's some code in the EquEmu implementation that looks like it might be adding that noise: Code:
int basebonus = hit.offense - damage_table.minusfactor; basebonus = std::max(10, basebonus / 2); int extrapercent = zone->random.Roll0(basebonus); int percent = std::min(100 + extrapercent, damage_table.max_extra); hit.damage_done = (hit.damage_done * percent) / 100; Jimjam, you said you recalled a thread where Rogean discussed the damage calculations. Would you mind doing a little digging? All I could find were some patch notes without a lot of detail. | |||
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