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Is big bang gonna fix Hp?
#21
It looks something like this:
Code:
[calculate hit rate - which I'm still figuring out]
if(hitRate > 100)
   hitRate = 100
if(hitRate < 0)
   hitRate = 0
if(mobLevel > charLevel)
{
    difference = 5 * (mobLevel - charLevel)
    if(difference > hitRate)
        hitRate = difference
    hitRate -= difference
}
randomNumber = CRand::CalcRand32()
blah blah blah
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#22
Excuse me, but is there someone could tell me what HT is?
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#23
a08834567 Wrote:Excuse me, but is there someone could tell me what HT is?

Horntail.
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#24
Nice info on he accuracy formula for below monster level.
Anyway, isn't HT 130 and Bean 150 now?
I remember zak is 110.
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#25
MetaSeraphim Wrote:It was never broken. But to sort of answer your question, every job gets a 20%; increase to HP. But 400 HP to 4000 HP isn't much.

The fact that classes had to pay loads of actual money to fight certain bosses at a decent level or at all means that the system was broken. But as for the increase in HP, is that just level-up HP or just the HP-increasing skill, 'cause if it's the latter then not all classes get that (Corsairs ;_Wink.
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#26
It isn't an increase of 20% for every job...I read that it is only a 10% increase in hp for Shadow Resistance for Thief classes from i THINK EllinForest
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#27
Fiel Wrote:It looks something like this:
Code:
[calculate hit rate - which I'm still figuring out]
if(hitRate > 100)
   hitRate = 100
if(hitRate < 0)
   hitRate = 0
if(mobLevel > charLevel)
{
    difference = 5 * (mobLevel - charLevel)
    if(difference > hitRate)
        hitRate = difference
    hitRate -= difference
}
randomNumber = CRand::CalcRand32()
blah blah blah

It seems like it would be simpler like this:

Code:
[calculate hit rate - which I'm still figuring out]
if(hitRate > 100)
   hitRate = 100
if(mobLevel > charLevel)
{
    difference = 5 * (mobLevel - charLevel)
    hitRate -= difference
}

if(hitRate < 0)
   hitRate = 0
randomNumber = CRand::CalcRand32()
blah blah blah
Or am I missing some subtlety in the if branch?

Hmm...
hitrate 0
diff 100
-> hitrate 0
hitrate 100
diff 20
-> hitrate 80
hitrate 50
diff 60
-> hitrate 0
hitrate 0
diff -50
-> hitrate 50
hitrate -20
diff -50
-a> hitrate 30
-b> hitrate 50

This is the only possibility I see - that if hitrate could be negative in the first place, then hitrate ends up higher (starting at 1 level above the mob, when difference is a positive gain).

It also says that any player can hit any mob 20+ levels below them, regardless of acc, since diff gives +100 hitrate.
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#28
I'm actually curious as to how this works. Does the post-Bing Bang HP update only work on newly made character or as soon as you log in do you get a HP Boost? I hope to god it's the second, I know it should be easier to level after it comes out but I don't want to make new characters.
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#29
Stereo Wrote:It seems like it would be simpler like this:

Code:
[calculate hit rate - which I'm still figuring out]
if(hitRate > 100)
   hitRate = 100
if(mobLevel > charLevel)
{
    difference = 5 * (mobLevel - charLevel)
    hitRate -= difference
}

if(hitRate < 0)
   hitRate = 0
randomNumber = CRand::CalcRand32()
blah blah blah
Or am I missing some subtlety in the if branch?

Hmm...
hitrate 0
diff 100
-> hitrate 0
hitrate 100
diff 20
-> hitrate 80
hitrate 50
diff 60
-> hitrate 0
hitrate 0
diff -50
-> hitrate 50
hitrate -20
diff -50
-a> hitrate 30
-b> hitrate 50

This is the only possibility I see - that if hitrate could be negative in the first place, then hitrate ends up higher (starting at 1 level above the mob, when difference is a positive gain).

It also says that any player can hit any mob 20+ levels below them, regardless of acc, since diff gives +100 hitrate.

So, question, what would my hit rate be on RGTS before and after BB? I have 230 acc, level 163.
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#30
Stereo Wrote:It also says that any player can hit any mob 20+ levels below them, regardless of acc, since diff gives +100 hitrate.[/color]

Other way around. If the mob is a higher level than the player, the player loses 5% for each level.
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#31
Oh sorry, missed one condition in the structure.

In that case, level difference can only decrease hitrate, and it's more concise my way.
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#32
don't doubt it. My way is just translated assembly.
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#33
Fiel Wrote:From my research on the unpacked client, every level you are below the mob's level you lose 5% hit rate. Any more than 20 levels below and you can't hit. Period.

So conversely does that mean if you are 20 levels above a monster they cant hit you at all? Chin
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#34
Chameleonic Wrote:So conversely does that mean if you are 20 levels above a monster they cant hit you at all? Chin

Are you hoping that PB misses level 200s 100% altogether? Rolleyes
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#35
MysticHLE Wrote:Are you hoping that PB misses level 200s 100% altogether? Rolleyes

Yes!Tongue1
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#36
jhkplaya888 Wrote:Does that effect skills like PG or the new NLs dmg reflection, or similar like attacks?

Shadowers have it too. :<
And, if you get hit for a miss it reflects a miss.
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