#502 Melee damage not calculating correctly.

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opened 1 year ago by LordPazuzu · 3 comments

Melee weapon damage is hitting significantly lower than it should, often below minimum damage. Possibly Strength isn't be factored into it.

Melee weapon damage is hitting significantly lower than it should, often below minimum damage. Possibly Strength isn't be factored into it.
image commented 1 year ago
Collaborator

strength is calculated into primary/secondary weapon damage

this is likely due to mitigation:

    if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {         
        int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
        float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer()));
        sint32 damage_to_reduce = (damage * mit_percentage);
        if(damage_to_reduce > damage)
            damage = 0;
        else
            damage -= damage_to_reduce;
strength is calculated into primary/secondary weapon damage this is likely due to mitigation: if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) { int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer())); sint32 damage_to_reduce = (damage * mit_percentage); if(damage_to_reduce > damage) damage = 0; else damage -= damage_to_reduce;
image commented 1 year ago
Collaborator

I set my strength to 255 and it offset my damage accordingly

you can do /weaponstats to see your base damage vs actual damage (with strength added). When I attacked some mobs on frostfang I was within my damage range, eg. my base was 1-3 and the strength made it 11-13, I was hitting in that range at all times.

What weapon and what spawns might be a factor here.

I set my strength to 255 and it offset my damage accordingly you can do /weaponstats to see your base damage vs actual damage (with strength added). When I attacked some mobs on frostfang I was within my damage range, eg. my base was 1-3 and the strength made it 11-13, I was hitting in that range at all times. What weapon and what spawns might be a factor here.
image commented 2 weeks ago
Collaborator

Looks to me like the server strength rule was reduced to /10 from /25 and I do see the strength mod in my weapons during testing.

Keep note that the strength mod is an integer so if you have under 10 strength you don't get any bonus, as an example. Same goes with /25 when it was the default rule setting.

I think any other considerations should be done through the mastery issue #503 since that is where the damage is going to fluctuate now between having not enough skill (use low damage values) or in skill min range - below recommended range (using a mixture of the mastery levels, but reduced, while not going below the low damage values) and recommended+ which means you always get the mastery low/high damage.

After this then the strength mod is applied as just additional damage, eg 30 strength / 10 = 3 additional damage.

Looks to me like the server strength rule was reduced to /10 from /25 and I do see the strength mod in my weapons during testing. Keep note that the strength mod is an integer so if you have under 10 strength you don't get any bonus, as an example. Same goes with /25 when it was the default rule setting. I think any other considerations should be done through the mastery issue #503 since that is where the damage is going to fluctuate now between having not enough skill (use low damage values) or in skill min range - below recommended range (using a mixture of the mastery levels, but reduced, while not going below the low damage values) and recommended+ which means you always get the mastery low/high damage. After this then the strength mod is applied as just additional damage, eg 30 strength / 10 = 3 additional damage.
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