XeNoW
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Posts posted by XeNoW
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Just saw the changes after a long break. Looks good! =)
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Great job keep it up
Finally someone cares about vehicles =)
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Ok, found this at mmo-champion and thought it could be usefull.
Source: http://blue.mmo-champion.com/28/16473618356-116-armor-pen-only-giving-66.html
Okay, here is a fairly technical explanation we put together for how armor pen works.We didn’t want Armor Penetration Rating to be too powerful against low armor targets, like it had been in BC. We also didn’t want Armor Penetration Rating to be too powerful against high armor targets.
So, we decided on a system where there is a cap on how much armor the Armor Penetration Rating can be applied to. So, the first X armor on the target is reduced by the percentage listed in the Armor Penetration Rating tooltip, and all armor past that X is unaffected. Another way of understanding that is we multiply the percentage in the tooltip times the minimum of the two values: the cap, and the amount of armor on the target after all other modifiers.
Computing the cap is a little tricky unless you are already familiar with how World of Warcraft armor works. There is an armor constant we’ll call C. C is derived as follows (in some pseudocode):
If (level<60)
C=400+85*targetlevel
Else
C=400+85*targetlevel+4.5*85*(targetlevel-59);
For a level 80 target, C=15232.5. For a level 83, C=16635.
The cap for Armor Penetration then is: (armor + C)/3.
A level 80 warrior creature has 9729 armor. C=15232.5. So, the cap is (9729+15232.5)/3=8320.5. Let’s say a player has 30% armor penetration from armor penetration rating and no other modifiers that complicate the calculation (talents, Battle Stance, Sunder Armor, etc.). The game chooses the minimum of 8320.5 and 9729, so 8320.5. That is multiplied by 30% = 2496.15, and so that much armor is ignored. The effective armor on the target is 7232.85 (9729-2496.15). From a player point of view, the armor penetration rating didn’t ignore the full 30%, but instead ignored 25.66%. (85.5% as effective as expected).
These equations should help you be able to test and verify that Armor Penetration Rating is working correctly and as we designed. The tooltip is not actually inaccurate, as it states: “Enemy armor reduced by up to 30.00%.” That "up to" is key.
Please be sure to test without any other effects which modify the armor calculation (Battle Stance, Sunder Armor, Mace Specialization, etc.) as they may involve other systems that add additional complexity to the calculation.
~XeNoW
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This is amazing! Can't wait to have this in the source ^^ Good work again!
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Oh man that would be so awesome if you could make it work with mangos 3.0.9a again!
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This is quite big patch, it can't be accepted directly, but some comment from Devs like what and where to change .. for fully working outdoorpvp it needs fix lake wintergrasp, what is quite difficult. Then some code cleanups etc.
Well I think it won't be a good idea to add lake wintergrasp to this patch. There's really much to do to add it and a seperate patch for this would be better!
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Wouldn't it be better if the core would automatically create a pdump everytime a char gets deleted and add a check on startup to delete char dumps in a chosen folder that are older than ~2 weeks so you are able to backup chars?
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After this patch got added to Trini** w12x added a pvp holidays patch.
Just for reference and a view on how to do it here is the patch file
NOTE: It's not converted for GIT and it's also not converted to mangos so I don't know if this works after using the "Some Game Event Extensions"-Patch. All credits go to w12x.
But maybe someone can use this to create the bg holiday system for mangos.
Here's the patch: http://filebeam.com/f8dbcb96e9b24ef0ced142dae3978238
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I think it would be possible to write a patch for a new command that works like controlling a hunter pet (seeing anything out of the pets view) but that works with every mob and that the mob keeps his faction and flag etc. For the spells the hunter pet bar could be used by getting the spellIDs from spell1, spell2 .... in the creature_template DB. Would be much work but possible!
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This patch is simply amazing! ^^
If this get's added one day please post your newest sql file at projectsilvermoon.net
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Just some thing that is still missing in my oppinion: A table for despawned creatures and gameobjects. Eg. for mobs which are walking around in the area of the Darkmoon Fair. I'm still not quite sure if this is really needed but I think you know that better
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It's a bug with the client addon MangAdmin Rev 101. Revert to rev 100 until this is fixed. Has nothing to do with MaNGOS!
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This patch looks really great!!! Never noticed it in dev stat but now it's nearly 100%. WOW! great work and I hope it will be added to SVN soon. +1 for svn
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That would be really easy doing some copy past work within the code and smal modifications. I would do this, but I'm a bit busy at the moment...
[Problem] Windows 7 + TortoiseGit
in OldSource code management
Posted
I had another problem with GIT + Win7... Everytime I right-click my desktop, the explorer.exe crashes. This problem disappeared after uninstalling msysgit. I think it's a problem with the browser extension. Does someon know a good solution?