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[committed] Archers Fix!!!~~

PostPosted: Sun Jan 24, 2010 8:34 pm
by Yemla
SO it came to my attention that archers needed a quick fix to redefine there damage system,

on live DoT / DirectDamage effects from procs and off archery spells (poison/acid shot) are not affected by Dex
BUT neither should archerys mana stat = Dex, that gives them WAAAAY too much mana than they get on live


SO

in Archery
Code: Select all
public virtual double CalculateDamageBase()
+ {
+ double spellDamage = Spell.Damage;
+ GamePlayer player = Caster as GamePlayer;
+
+ // For pets the stats of the owner have to be taken into account.
+ if (Caster is GameNPC && ((Caster as GameNPC).Brain) is IControlledBrain)
+ {
+ player = (((Caster as GameNPC).Brain) as IControlledBrain).Owner as GamePlayer;
+ }
+ if (player != null)
+ {
+ if (Caster is GamePet)
+ {
+ spellDamage = CapPetSpellDamage(spellDamage, player);
+ }
+
+ if (this.SpellLine.KeyName == GlobalSpellsLines.Combat_Styles_Effect)
+ {
+ double WeaponSkill = player.GetWeaponSkill(player.AttackWeapon);
+ WeaponSkill /= 5;
+ spellDamage *= (WeaponSkill + 200) / 275.0;
+ }
+
+ if (player.CharacterClass.ManaStat != eStat.UNDEFINED
+ && this.SpellLine.KeyName != GlobalSpellsLines.Combat_Styles_Effect
+ && this.m_spellLine.KeyName != GlobalSpellsLines.Mundane_Poisons
+ && this.SpellLine.KeyName != GlobalSpellsLines.Item_Effects
+ && player.CharacterClass.ID != (int)eCharacterClass.Mauler_Alb
+ && player.CharacterClass.ID != (int)eCharacterClass.Mauler_Mid
+ && player.CharacterClass.ID != (int)eCharacterClass.Mauler_Hib
+ && player.CharacterClass.ID != (int)eCharacterClass.Vampiir)
+ {
+ int manaStatValue = player.GetModified((eProperty)player.Dexterity);//Archery purely affected by Dex (not mana stat)
+ spellDamage *= (manaStatValue + 200) / 275.0;
+ }
+ }
+ else if (Caster is GameNPC)
+ {
+ spellDamage = CapNPCSpellDamage(spellDamage, Caster as GameNPC);
+ }
+
+ if (spellDamage < 0)
+ spellDamage = 0;
+
+ return spellDamage;
+ }
and in classes i replaced manastats for Rangers Intell and Hunter/Scout Piety
Code: Select all
//ranger
m_manaStat = eStat.INT;//Dex isn't livelike-Int is.
//scout-hunter
m_manaStat = eStat.PIE;//Dex isn't livelike-Pie is.
that was just showing wat i replaced them with fyi, Yemla~~♥

want more people supporting this, (as a double check no matter how sure i am)

Re: Archers Fix!!!~~

PostPosted: Sun Jan 24, 2010 9:21 pm
by Graveen
/summon Sand !

Re: Archers Fix!!!~~

PostPosted: Sun Jan 24, 2010 9:40 pm
by Tolakram
Piety for scouts? Something just isn't right here.

Re: Archers Fix!!!~~

PostPosted: Sun Jan 24, 2010 9:55 pm
by Yemla
Piety for scouts? Something just isn't right here.
well Mana isnt suppose to be increased by Dex.......its very low amount ewither intel or piety


EDIT:
Dark Age of Camelot
Test Version 1.88d Release Notes
Archery and Stealth Changes
March 8, 2007

===================================

NEW THINGS AND BUG FIXES

- Monsters, pets and Non-Player Characters (NPCs) will now halt their pursuit when a character stealths.

- Maulers will no longer lose Tireless when using a Realm Respec.

- (Pendragon only) In an effort to facilitate testing, we have added an NPC to each of the realm's capital cities which will grant the following: Experience, Realm Points, Bounty Points, and coin. This will allow players to create new characters or update existing characters as needed to test new additions to the game in a more effective and timely manner. Enjoy!
Note: These NPCs are located in the capital cities inside the primary entrance and can be identified by their <Testers Union> title.

CLASS AND SKILL CHANGES

Archery (Hunters, Rangers and Scouts)

This patch will implement functionality for the new Archery system. The mechanics of the system will be mostly in place, but delves of these attacks are still being tweaked.

- Archers have had their unique bow lines replaced with a new line, called "Archery".

- The Archery line contains 12 types of shots and several self buffs. The names of these abilities are still placeholders at this time, and will be updated in a later version in this patch cycle.

- The Pathfinding skill for Rangers has been merged into Archery, and all of the buffs from that line are now found in the Archery line (available to all Archer classes).

- Self buffs in Beastcraft have been replaced with the self buffs in the Archery Spec.

- New archery abilities are now available under the spells tab, under the Archery list.

- Archery damage and draw time are now affected by the Dexterity skill.

- Archery shots now have a minimum range of 200 units, except for the point blank shot.

- Archery shots now have different Endurance costs depending upon the shot.

- Archery shot types are as follows:

Standard Shot: Average range, draw time and damage.

Long Shot: Longer range, average draw time and slightly lower damage.

Power Shot: Shorter range, long draw time not affected by Dexterity; higher damage.

Point Blank Shot: Very short range, long draw time and high damage.

Critical Shot: Must be fired from stealth, very high damage, average range and average draw time.

Rapid Fire: Average range, short draw time and low damage.

Fire Shot: Heat damage, long draw time and shorter range.

Cold Shot: Cold damage, long draw time and shorter range.

Poison Shot: Body damage Direct Damage/Damage Over Time, long draw time and shorter range.

Acid Shot: Matter damage Direct Damage/Damage Over Time, long draw time and Shorter range.

Volley: Ground Targeted Arrow Volley will hit 3 times; damage increases with spec, as well as the number of enemies hit.

Siege Shot: Does damage to objects such as Keep Doors and Siege equipment.

Re: Archers Fix!!!~~

PostPosted: Sun Jan 24, 2010 11:02 pm
by stephenxpimentel
- Archery damage and draw time are now affected by the Dexterity skill.
anyone else find that a little funny? :D


also - wanted to ask, on live does acid shot / poison shot stack... because on servers they do and its extremely over powered. Would this be a Database fix required, or a code-side fix if it isn't supposed to stack. I'm not 100% sure how EffectGroup works, would it only work if spell type is the same (archery would work even so), or would it be for any spell that has the same effect group.. e.g. You could set cleric STR buff, and theurgist speed spell to EffectGroup 1, and 1 would cancel the other out? =]. If anyone can clarify this that'd be great. Note that i havent looked into the code at all. hehe.


P.S. i think this fix is accurate (maybe not pie for scout, that is more than likely intelligence, like all other casters of albion, only cleric/friar get pie).

Re: Archers Fix!!!~~

PostPosted: Sun Jan 24, 2010 11:10 pm
by geshi
Piety = Intelligence = Charisma..

On my Minstrel on live i can equip a weapon with +8 piety and it will give me +8 charisma instead.. also if i equip +8 intelligence it does the same..

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 1:36 am
by Decatur
also - wanted to ask, on live does acid shot / poison shot stack...
No they don't :) The only difference between the two is damage type I believe.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 1:52 am
by Tolakram
Just stop.

Until someone finds a patch note that specifically mentions piety I will not believe it's used in archery. :)

Dexterity effects damage. What we need is a test on live of scout damage with differing levels of dex and other attributes to see how the damage is effected.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 2:04 am
by Decatur
Until someone finds a patch note that specifically mentions piety I will not believe it's used in archery. :)
It would certainly help if Mythic bothered to update class files: http://www.camelotherald.com/article.php?id=33. Still shows scouts as having a Longbow spec.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 3:53 am
by Sand
Dex is archerys acuity stat, it is what governs damage on the archery portion of their shots.

As in, if you use FIRE or COLD shot, it is not a "proc" it is a shot that just happens to do that damage type and should receive full effect from dex. It is the ARCHERY damage stat. Not 100% sure about the dots though, I will see if I have any test data from live on those to see if we are in line or not.

Now it might be incorrect to make it their acuity stat, but my experience from live that my saracen scout seemed to have a noticable higher power pool than my celt ranger suggest dex does factor in power pool so with exception of maybe the dot portion of the dot shots and procs, dex very well does act like an acuity stat.

Note: Archers only use mana to cast their buffs so how much mana pool that have does not make a significant impact. The check on their shooting damage is endo as that is what the shots use.

Now like hybrids they will not be affected by acuity buff. The only other concern though is that "acuity" stat on items should not affect dex but I don't think it does so don't see a problem there.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 4:00 am
by Sand
Regarding stacking of poison and acid shot, part of me thinks they do but can't say for sure.

I never found the dot shots that useful on live, BUT I didn't rvr much and generally fire/cold/power shot was a much better starting in pve and as a secondary shot it even less damage/time than standard as mob quite often is dead before dot runs it's course.

In RVR, a couple dot shows ain't going to kill your enemy unless they have crappy resists so expect still be better shots to use than stacking dot shots.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 4:06 am
by Sand
Piety = Intelligence = Charisma..

On my Minstrel on live i can equip a weapon with +8 piety and it will give me +8 charisma instead.. also if i equip +8 intelligence it does the same..
Acuity will give a piety user piety, it will give an intel user int, it will give bard/skald/mins charisma. Equipping an item with 8 int will boost your intelligence stat on all classes and no other stat, thus will only help classes that actually benefit from int.

One of the few good decisions mythic made was to move away from the use of those specific stats on items, instead using acuity to make them more usable accross the board.

Edit: On a side note the arguement of whether piety or int would be correct acuity stat for scouts, I would actually say piety is more likely since that is what reavers and palys use. Scouts are a tankish type so they are more apt to use the stat other casterish fighters use rather than what pure casters use.

Honestly, though I think Archers mana is either based on dex OR fixed and not stat dependant.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 4:49 am
by Yemla
Dex is archerys acuity stat, it is what governs damage on the archery portion of their shots.

As in, if you use FIRE or COLD shot, it is not a "proc" it is a shot that just happens to do that damage type and should receive full effect from dex. It is the ARCHERY damage stat. Not 100% sure about the dots though, I will see if I have any test data from live on those to see if we are in line or not.

Now it might be incorrect to make it their acuity stat, but my experience from live that my saracen scout seemed to have a noticable higher power pool than my celt ranger suggest dex does factor in power pool so with exception of maybe the dot portion of the dot shots and procs, dex very well does act like an acuity stat.

Note: Archers only use mana to cast their buffs so how much mana pool that have does not make a significant impact. The check on their shooting damage is endo as that is what the shots use.
Your completely right Sand Dex is archers main stat but it is not there acu. stat i refuse to believe this one, currently int manaStatValue = player.GetModified((eProperty)player.CharacterClass.ManaStat); is one of the main things to delve DD/DoT/ect. spell damaging spells....example

209delve DD say its a bainshee with 330intell....if a Scout had a 209delve DD exactly same as the bainshee, and they have over 400dex they would do more damage....ASIDE from the archery line, Both acid/poison shot last lvl delve is 64 on live damaging a target with 40% resist to that damagetype did pathetic damage like 20-30 damage a tic as on DOL current SVN it can achieve with 400+ dex over 70-80 possibly low 90s a tic....Aside from that Procs also are currently effected by player.CharacterClass.ManaStat....

i think investigation of testing current SVN (dex affecting stuff as manastat) compared to live against a target with the exact same amount of resist for w.e Poison / Acid shot whatever one u use......as for Fire/Cold shot, i know those are archery not procs, anything Handled in Archery gets affected by this change.....

on live if Dex was the manastat increasing dex like gettin Aug dex would increase Power pool (simply cast lvl 1-4 self buff that cost no power to see if ur power drops dramatically bellow wat it should incase it doesn't update mana off the bat

anyway those are the thoughts i just remember a Elf ranger (+15 base intell) didn't increase power pool dramatically be neither did having over 400dex....

@ Tolakram
Just stop.

Until someone finds a patch note that specifically mentions piety I will not believe it's used in archery. :)

Dexterity effects damage. What we need is a test on live of scout damage with differing levels of dex and other attributes to see how the damage is effected.
This right under was added in Archery so it would get Dex purely instead of ManaStat
b4
Code: Select all
int manaStatValue = player.GetModified((eProperty)player.CharacterClass.ManaStat)
after
Code: Select all
int manaStatValue = player.GetModified((eProperty)player.Dexterity);
So archery still rellys on Dex and anything else will be int/piet ect. Manastat which it should be....im like 90% sure of this

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 5:14 am
by Sand
I think you are correct that the dot portion of the dot shots should not be affected by dex.

I found some data from when archery was first implemented on pendragon and the dot portion only did like 85 damage against a level 50 test mob. Now I don't think they changed the delve of the dots (at least pretty sure they didn't increase them much) so the over 100+ you can do on a level 50 with no resists is a bit high. However, they aren't acting like dex is the sole governing stat here or damage be higher.

Considering archery damage in generally is actually too low in DOL, think it's the whole half magic/have mele thing being used which was what was used for bolt shots and it doesn't work for either, it is kind of balanced atm BUT when we fix archery damage, then the dots will be significantly too high.

Not sure of the best way to fix that, but they need to be treated pretty much like weapon procs, I would think, which shouldn't be affected by acuity at all rather than make archer's acuity stat something other than dex.

Anyway, with regards to the mana, I just tested my scout, it took him 27% or more (I tested in combat and after casting all 3 she had 73% power left but I think she had a tic of power regen in there) of her powerpool to cast all 4 buffs (2 yellow, 2pink), that seems inline with live to me. Those buffs power costs add up to 210 so that would suggest a mana pool of 778ish or less.

Unfortunately, I don't have the data from when I was doing the mana regen tests, because scout was one of the classes I tested with but irc I extimated somewhere around 600 power pool and that wasn't even well geared, think wearing df gear so as much dex you can get without dex caps, the % use of several of the buffs to determine power pool.

Re: Archers Fix!!!~~

PostPosted: Mon Jan 25, 2010 7:05 am
by Roy
so you don't have to read 90 paragraphs

dex = archer damage

pie/int/cha = dot damage