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Refractor

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  1. well I saved Lynx3d's patch as dmg-fix.diff in the mangos source dir and then patch -Np1 < dmg-fix.diff in a terminal. It did the trick. What's your OS ?
  2. Greetings, I did some more testing last night and decided to apply the DB patch from Seizer's post (#45 in this thread), but eventually got "unknown column "mindamage" and "unknown column "maxdamage". However the first line appiled and casters in dungeons make a lot of physical damage, even outdamage their spells, I don't know if it must be that way, but the priests in sunwell plateau hit for 3,8k+ while the arcane guardians (can't remember exact NPC name right now, it's the first hostle mob you encounter in SWP) hits for 2k a good geared 70 warrior. Without the patch the casters hit for 300-500, but their spells hit hard, after all they aren't melee Can somebody on retail confirm which is right (if there is any!) of this ?
  3. Hi guys, just wanted to share this up: ---- Before continue reading, please keep in mind that all these are approximate values and may vary, thanks! With the diff from post #48 on MaNGOS rev 8151 + UDB 11.5 (380_corepatch and 381_corepatch + updates applied) without scriptdev2 and anything else i got these values with a warrior without any equipment: 10 lvl char vs 10 lvl mob: 8-12 dmg 20 lvl char in wailing caverns against 16-17 lvl elites: 30-35-40 dmg 30 lvl char in scarlet monastery vs 31-32 lvl elites: 60-65-70 dmg 40 lvl char in uldaman vs 37-38 lvl elite troggs(not casters): 70-80-85 dmg 50 lvl char in maraudon vs 51 lvl elite: 100-120 dmg 60 lvl char in onyxia's lair vs onyxian warder: 720-760 dmg + 2,2k fire nova 60 lvl char in onyxia's lair vs Onyxia: 1024-1150 dmg --- Here I stopped, and put some gear, 3 parts from Warrior T2 (Battlegear of Wrath): I have approx. 35% damage reduction and damage is: 800-850-900 Full T2, damage: 600-700 Full T2 + A shield (Immovable Obj): 450-500 dmg with 59,7% Damage Reduction and in Defensive stance. Demo shout (rank 8) causes onyxia to hit the geared-up warrior for 420-480 or so. I think damage calculation works good, if not perfect. After all when we put all the spells and abilities of the creatures all things go into place (my oppinion). I just want to say thanks to the people working on this patch. So... Thanks !! ^^
  4. Thanks for the responces both of you. So if I got this right, this leaves us with UDB having wrong values ?
  5. Hi people. I have done a small research based on numbers taken from your posts and the formula from the wiki. So I am asking is my calculations correct ? From wiki: (DPS_from_AttackPower + Base_DPS) * Multiplier DPS from AP is AP / 14 so an NPC with lets say 574 AP has 41 AP DPS Now we have ( 41 + Base_DPS) * Multiplier NPC has minimum dmg 382 and attack speed of 2010 ( 2.01 seconds). So, 382/2.01 = 190 Base DPS (minimum). Until here: ( 41 + 190 ) * Multiplier Let's say creature is a Boss, so let's put Multiplier 40 now we have ( 41 + 190 ) * 40 which is 231 * 40 = 9240 now let's say there's a tank with 60% damage reduction, that's 9240*0.6 = 5544 damage. We start over for the max damage: ( 41 + (513/2.01) ) * 40 = ( 41 + 255 ) * 40 = 11840 max damage * 0.6 ( damage reduction ) = 7104 damage. So if Maexxna has 382-513 damage, 574 attack power and multiplier 40, we have blizzlike values, am I correct? I have a question, if this is the way things are done, what is the problem in correcting the formula in the core ? I have no idea of C/C++ programming and I am curious what stands between MaNGOS and the right formula? Thanks in advance !
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