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Update [March 22 08] - Damage calculation fixes

Posted: Sat Mar 22, 2008 12:38 pm
by Red Squirrel
* Re-coded a large part of baseweapon damage calculation code. The RunUO one was retardely ugly and messy. Now damage calculations should also be more accurate.

* Fixed creature summon issues (peerless minions, and stuff)

* Added a damage calculation that makes it impossible for a player to be 1 hit killed if hp is near full. (goes by a %). So lets say a mob is about to hit you for 300 but you have 100/105 hp then it will only hit you for 95-105ish damage max. This is a per damage thing so lets say a mob does double strike for 300 each, the first will be capped but since it red lined you, the next one will kill you. Though this is just a "just in case" thing as we try to avoid mobs being able to do such high damage.

* The barrel artifact in Khaldun that can be stolen by gm thieves will have a 10% chance of spawning as a water barrel instead of a normal barrel.

* The yellow bottle artifact in Khaldun has been changed into a different looking bottle. This is to avoid confusion as another item in the game looks exactly the same as it did but serves a completely different purpose.

Archived topic from AOV, old topic ID:2538, old post ID:16158

Update [March 22 08] - Damage calculation fixes

Posted: Sat Mar 22, 2008 4:58 pm
by Red Squirrel
Damages still a little off. Please bear with us while we try fixing this. It's hard to think of all situations as there are tons of variables that determine damage.

Archived topic from AOV, old topic ID:2538, old post ID:16179