Is the chance to parry invalid?
PostPosted: Fri Jan 01, 2016 10:03 pm
Hello there community!
I want to template a character on the Storm Shard and since it is a melee char, he of course needs to parry as much as possible. Therefore I tried to figure out the formula for the parry rate on Storm but found nothing on the internet except for the source code of DOL and since I am not that bad in coding now I looked up the formula.
My first try was a Norse (base dexterity: 50 + additional 10 dexterity on creating him + additional 15 dexterity since he be a Warrior, making 75 dexterity in total without buffs, RAs and so on). According to the following formula I calculated 282.5 or 28.25% respectively.
I used RR5, 41 specialization points on Parry and no item or buff bonuses, just plain 75 dexterity.
Next thing I tried was imagining the perfect template with 75 dexterity base on level 50, 75 bonus from temp, 26 cap bonus from temp, making 176 dexterity permanently and 155 dexterity by base and specialization buffs from the beloved Buffbot in the corner of Svasud Faste. Also I thought about 0 in parry from template and no other bonuses.
So is it possible that the DOL's formula is incorrect? If so, I think the subtraction of 1 in line 50 in ParryChanceCalculator.cs is screwing it. Else, what was my mistake on calculating?
Thanks in advance!
I want to template a character on the Storm Shard and since it is a melee char, he of course needs to parry as much as possible. Therefore I tried to figure out the formula for the parry rate on Storm but found nothing on the internet except for the source code of DOL and since I am not that bad in coding now I looked up the formula.
My first try was a Norse (base dexterity: 50 + additional 10 dexterity on creating him + additional 15 dexterity since he be a Warrior, making 75 dexterity in total without buffs, RAs and so on). According to the following formula I calculated 282.5 or 28.25% respectively.
I used RR5, 41 specialization points on Parry and no item or buff bonuses, just plain 75 dexterity.
- Code: Select all
public class ParryChanceCalculator : PropertyCalculator { public override int CalcValue(GameLiving living, eProperty property) { GamePlayer player = living as GamePlayer; if (player != null) { int buff = player.BaseBuffBonusCategory[(int)property] * 10 + player.SpecBuffBonusCategory[(int)property] * 10 - player.DebuffCategory[(int)property] * 10 + player.BuffBonusCategory4[(int)property] * 10 + player.AbilityBonus[(int)property] * 10; int parrySpec = 0; if (player.HasSpecialization(Specs.Parry)) { parrySpec = (player.Dexterity * 2 - 100) / 4 + (player.GetModifiedSpecLevel(Specs.Parry) - 1) * (10 / 2) + 50; } if (parrySpec > 500) { parrySpec = 500; } return parrySpec + buff; } } }
I then compared this also to a program called Charplaner and it (probably using an old formula) showed me 29.00%.Base = 5%
Skill Bonus = 0.5 * (parry spec + realm rank bonus + template bonus)%
Dex Bonus = 1 / 40 * ((dex * 2) - 100)%
Total = Base + Skill Bonus + Dex Bonus
Next thing I tried was imagining the perfect template with 75 dexterity base on level 50, 75 bonus from temp, 26 cap bonus from temp, making 176 dexterity permanently and 155 dexterity by base and specialization buffs from the beloved Buffbot in the corner of Svasud Faste. Also I thought about 0 in parry from template and no other bonuses.
- Using the DOL formula: 41.05%
Using Broadsword's formula: 40.55%
Using the Charplaner: 50.55%
So is it possible that the DOL's formula is incorrect? If so, I think the subtraction of 1 in line 50 in ParryChanceCalculator.cs is screwing it. Else, what was my mistake on calculating?
Thanks in advance!