(Min Attak on Mainhand Weapon A
+
Min Attack on Ring B
+
1/2 Min Attack on Offhand Weapon/Shield/Arrows C
+
Strength D
(Max Attak on Mainhand Weapon F
+
Max Attack on Ring G
+
1/2 Max Attack on Offhand Weapon/Shield/Arrows H
+
Strength I
Take a random number between Min and Max Attack, excluding the bottom XY% where X is the damage bonus on the weapon proficiency of the mainhand and Y is the damage bonus on the weapon proficiency of the offhand divided by two.
Multiply that number by a skill multiplier if a weapon skill goes off. R
Then reduce that number reduce it by a percentage based on tortoise gems L, reduce it by a percentage based on blessed gear M, reduce it by a percentage based on rebirth N.
Finally reduce that number by Q based on ***Dodge(multiplied by Dodge fire fire skill) for Archers (damage from arrows is further reduced by equiping a shield), Defence(multiplied by magic shield, xp shield or iron shirt) for melee attacks, Magic Defence if its a magic attack (magic attacks are further reduced by instrinsic magic defence of that class and are capped at -90% damage reduction total)
*** Dodge expanded -
Your dodge is the number you decrease the percentage to hit your opponent has. There are 2 types of chance to hit, Variable Chance and Static Chance - Static Chance means either 100% or 0% 100% is your chance of hitting someone with a weapon skill when they are in range - it won't miss even for a melee attack - and 0% is the chance a physical attack - specifically dash - to hit an archer flying - even though you can target them with it (guards will lock on from it too) - a spell with a chance to miss has Static Chance. Reduce your opponents accuracy (their accuracy of their weapon + the accuracy on their ring + half the accuracy on their offhand weapon + their agility * multiplied by their fury gems) by your dodge multiplied by the fire fire skill dodge if its cast on you and the remainder is their chance to hit. Archers attack is Static Chance (100%) to hit reduced by a percentage equal to your dodge capped at 90% - but their attack becomes non-static if their target is equipped with a shield.
Looks mostly right but I think you may have your defence sequence messed up.. I think some of the stuff goes before defense reduction
I think its
damage - bless - tort - rebirths - defense amount - tali final reduction (not an issue as this is co1... nor is bless or tort unless you were to add them in)
I haven't been active enough on real co forum to know exact steps but that's the way I remember it going.
Also @ arrows being reduced by shield. Arrows are BLOCKED by shield based on a percentage chance calculation (increased slightly by shield proff if I remember correctly). The actual arrows don't do less damage, there is simply a high percent chance for them to be completely blocked for that hit.
This is not in effect for scatter (although you could code it that way and give warriors a bit of a leg up)
@ magic defense.
Wasn't magic percentage defensed capped at 80 and not 90? Again it's been a long time but that's what I remember it being...
It should be
Magic damage - blessed % - tort % - rebirth bonus - magic % defense - magic defense (pure number, not a percentage, any magic % defense over the cap continues over to here to provide some (very) small benefit).
It would appear as though you are using an existing Conquer 2 npc database, because obviously some of your npc models are incorrect.
Quote:
Originally Posted by Nullable
We don't access hard-drives nor search through processes(although we enumerate modules running in the conquer process but you already excluded that), and however anyone who wants to use a proxy has only 3 minutes before his or her client gets banned..
I don't think we violate any end user privacy rights as we never read data related to anything running outside the boundaries of the conquer client
Thanks for stating some info though :P
No problem. Just wanted to state that, because DMC and the laws regarding digital copyright are very hard to deal with.
#Update
- Had a problem with that only the things around me got spawned on login - Solved now.
- Started coding on some npcs now
- Teleporting works.
- Working on spawning other players now and mobs.