Revils
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Posts posted by Revils
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about Chaotic Skyflare Diamond and Chaotic Skyfire Diamond there are many comments, also on EJ forums, that the aura apply to the whole damage and not only on the crit part.
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Mangos Version: 9105
SD2 Version: 1506
Database Name and Version : UDB 386
How it SHOULD work:
from a well know wiki
If the difference between the mob's Defense Skill and your Weapon Skillis less than or equal to 10, then the formula for calculating your base miss rate against that mob is:with two-hander: 5% + (Defense Skill - Weapon Skill)*.04%
with dual-wielding: 24% + (Defense Skill - Weapon Skill)*.04%
If the difference between the mob's Defense Skill and your Weapon Skill is greater than 10:
with two-hander: 6% + (Defense Skill - Weapon Skill - 10)*.4%
with dual-wielding: 25% + (Defense Skill - Weapon Skill - 10)*.4%
Applying these formulas gives the following base miss rate for a Level 80 character with a 400 Weapon Skill:
v. Level 80 mob: 5.0% / dual-wield: 24%
v. Level 81 mob: 5.5% / dual-wield: 24.5%
v. Level 82 mob: 6.0% / dual-wield: 25% (level of most heroic bosses)
v. Level 83 mob: 8.0% / dual-wield: 27% (level of raid bosses)
How it DOES work:
the miss chance is calculated differently resulting in a higher value
in other words, for auto-attacks (white damage):
on Unit::MeleeMissChanceCalc()
if (isNormal || m_currentSpells[CURRENT_MELEE_SPELL]) misschance = 5.0f; else misschance = 24.0f; . . int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; . . if(leveldif < 3) misschance += (leveldif - m_modHitChance); else misschance += ((leveldif - 2) * chance - m_modHitChance);
against a boss level this will give 5%/24% + 7% = 12%/31% higher than expected 8%/27%
// Modify miss chance from skill difference ( bonus from skills is 0.04% ) int32 skillBonus = int32(GetWeaponSkillValue(attType,pVictim)) - int32(pVictim->GetDefenseSkillValue(this)); misschance -= skillBonus * 0.04f;
this gives an additional 0.6% miss chance
Special attacks (yellow damage) are handled in Unit::MeleeSpellMissChance() and they are calculated in another different way while I would expect the same basic rule quoted from well know wiki
on Unit::MeleeSpellMissChance()
int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7; int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim); if(leveldif < 3) HitChance = 95 - leveldif; else HitChance = 93 - (leveldif - 2) * lchance; . . // Miss = 100 - hit float miss_chance= 100.0f - HitChance; . . // bonus from skills is 0.04% miss_chance -= skillDiff * 0.04f;
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I think resilience should affect only damage from player so why not put a check just like on the comment below?
@@ -6824,11 +6824,12 @@ void Aura::PeriodicTick() // send critical in hit info for threat calculation if (isCrit) { cleanDamage.hitOutCome = MELEE_HIT_CRIT; // Resilience - reduce crit damage - pdamage -= m_target->GetSpellCritDamageReduction(pdamage); + if (IS_PLAYER_GUID(m_caster_guid)) + pdamage -= m_target->GetSpellCritDamageReduction(pdamage); } // only from players // FIXME: need use SpellDamageBonus instead? if (IS_PLAYER_GUID(m_caster_guid))
or there's a check to prevent non player to crit at all?
also, on 3.2.2. patch notes:
"Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%."
so, this patch is it really necessary?
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I think you should use fixed values rather the old value in db * 1.07 otherwise if you wrongly run the query more than once you'll keep increasing HP stat
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works fine for me, it should be reviewed :eek:
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In rewrited form patch added in [8368]. Anyway thank you for patch
you forgot something in void Aura::HandleAuraDummy(bool apply, bool Real) :cool:
// Improved Moonkin Form if(GetSpellProto()->SpellIconID == 2855) { uint32 spell_id; switch(GetId()) { case 48384: spell_id = 50170; //Rank 1 case 48395: spell_id = 50171; //Rank 2 case 48396: spell_id = 50172; //Rank 3 default: sLog.outError("HandleAuraDummy: Not handled rank of IMF (Spell: %u)",GetId()); return; }
should be:
// Improved Moonkin Form if(GetSpellProto()->SpellIconID == 2855) { uint32 spell_id; switch(GetId()) { case 48384: spell_id = 50170;[b]break;[/b]//Rank 1 case 48395: spell_id = 50171;[b]break;[/b]//Rank 2 case 48396: spell_id = 50172;[b]break;[/b]//Rank 3 default: sLog.outError("HandleAuraDummy: Not handled rank of IMF (Spell: %u)",GetId()); return; }
[Fix] Arena: Anti Stealth Buff Objects Spawn Fix
in ... rejectedOld
Posted
the original code works fine for me on rev 9119 mangos-0.15, the variable 'm_StartTime' is increased and the spawnevent is fired so the only problem, as you noticed ,it's on database (UDB 386 for me), since there's 253 instead of 252. I simpled changed the value on battleground_events and gameobject_battleground tables to fix it.