Apocalyptic Weapon Bug (Dual wield)
Re: Apocalyptic Weapon Bug (Dual wield)
Well Hufsa is back on the server development team (I think) so there might be a chance it will. Because currently SF is a server where rogues basically get a free 10~15% damage boost not to mention access to Sunwell gear. More importantly if Pve is coming back to SF (Scarlet Crusade) then it will be ridiculously biased to dual wield classes until this gets fixed. So I will try to be cautiously optimistic that this one can be fixed in the near future.
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Re: Apocalyptic Weapon Bug (Dual wield)
Kinda gamebreaking, considering the Rogue population. Although it should be tested on something else than Dummies aswell, those things tend to come up with their own rules. I do remember missing critters... was before the core switch though.
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Re: Apocalyptic Weapon Bug (Dual wield)
Sorry I should have mentioned I tested it on my warrior with a hit-capped naked rogue. Over 350 hits and 0 misses with 5% hit.
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
in pvp i miss a lot dual weilding, miss even more 2handed.
enhance shaman btw.
enhance shaman btw.
Re: Apocalyptic Weapon Bug (Dual wield)
I will double check enhancement dual wield in pvp tonight. Rogues and Warriors I have 100% confirmed.
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
I have tested 200 hits from an enhancement shaman vs a warrior. With 1.2% hit on gear + 4% from talents the shaman had 0 misses, so surely dual wield hit is bugged with them also. Are you sure you are not getting misses against night elves because of their racial +2% chance to miss.
#Note that because Shamans get 6% hit from talents, they will usually have a much lower miss chance than other dual wield classes.
#Note that because Shamans get 6% hit from talents, they will usually have a much lower miss chance than other dual wield classes.
Retired Developer.
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Re: Apocalyptic Weapon Bug (Dual wield)
I had to comment here. I don't see how the heck they would need 400 hit, when casters Pve hit cap is 202 or 222 (~17%) Could be more, since nobody EVER specs pve specs when doing pve.Exsurgo wrote:Watching lvl 70 tbc pvp videos says otherwise. Watch videos by Akrono or Krymu on youtube and you will see plenty of misses. I also played a rogue on tbc and you would often get a chain of misses in a row even with the 5% pvp hitcap.
Do you not remember that hit was the best stat for raiding combat rogues?, right the way up to the cap (400 hit or something including talents).
It is impossible to miss of SF with white attacks atm and is therefore bugged. Are you sure you are not thinking of yellow off hand attacks like shiv? Here is a tbc article on the mechanic:
http://wow.allakhazam.com/wiki/hit_rate_(wow)
Also Bucovsky I will try to test spell hit in the next few days.
I will agree melee hit seems to work a bit too good, while caster hit is shit. just....shit.
Re: Apocalyptic Weapon Bug (Dual wield)
First, it's 16%. Second, because melee (dual wielding) has a bigger chance of missing a target that's their level, or above, than a caster do. The melee raid hit cap for pve in tbc is 9% for special attacks, and 28% for dual wielders.Zapcraclepop wrote:I had to comment here. I don't see how the heck they would need 400 hit, when casters Pve hit cap is 202 or 222 (~17%) Could be more, since nobody EVER specs pve specs when doing pve.
I will agree melee hit seems to work a bit too good, while caster hit is shit. just....shit.
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Re: Apocalyptic Weapon Bug (Dual wield)
The reason for the mechanic is that dual wield gives a big dps increase, but also implements a penalty in some way so it does not by default demolish all other classes. Blizzard always wanted players to have to optimise their gear in different ways for pve as dual wield classes, and hit > all for dual wield. As Cube stated hit for melee and casters also scales differently.Zapcraclepop wrote: I had to comment here. I don't see how the heck they would need 400 hit, when casters Pve hit cap is 202 or 222 (~17%) Could be more, since nobody EVER specs pve specs when doing pve.
I will agree melee hit seems to work a bit too good, while caster hit is shit. just....shit.
Retired Developer.
Re: Apocalyptic Weapon Bug (Dual wield)
Before you read this there are three things you should know. Firstly I do not know what version of SkyFire_One that Smolderforge uses. I am basing my assumptions around the presumption that we are using the latest version.
Secondly I am not affiliated with the SkyFire-One development scene (I am only vaguely familiar with software repository version control). I have simply been reading through the relevant files to try and help find the reason why dual wield mechanics are not handles properly.
Thirdly I am still looking through this so I could be changing my findings frequently.
The file Unit.cpp and the matched header file are responsible for processing the results of combat. This includes the miss mechanics. A direct link to the most recent version is below:
https://github.com/ProjectSkyfire/SkyFi ... ities/Unit
There seems to be an inconsistency in the SkyFire_One repository. The two functions that calculate the melee spell miss chance are:
float Unit::MeleeSpellMissChance(const Unit *pVictim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const
and :
float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const
Six months ago the section of the function that imposes the dual wield penalty was removed from MeleeSpellMissChance(…). Now only MeleeMissChanceCalc() takes into account dual wield attacks. The lines in red with the subtraction symbol are lines that were removed in the commit. As you can see the following significant line was removed:
HitChance = 76.0f;
The link below is to the commit in question.
https://github.com/ProjectSkyfire/SkyFi ... 039a181418
Melee outcome is calculated from within:
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackType attType) const
However MeleeMissChanceCalc(…) is currently commented out. This surely means that the dual wield mechanic is ignored in the core engine?
Secondly I am not affiliated with the SkyFire-One development scene (I am only vaguely familiar with software repository version control). I have simply been reading through the relevant files to try and help find the reason why dual wield mechanics are not handles properly.
Thirdly I am still looking through this so I could be changing my findings frequently.
The file Unit.cpp and the matched header file are responsible for processing the results of combat. This includes the miss mechanics. A direct link to the most recent version is below:
https://github.com/ProjectSkyfire/SkyFi ... ities/Unit
There seems to be an inconsistency in the SkyFire_One repository. The two functions that calculate the melee spell miss chance are:
float Unit::MeleeSpellMissChance(const Unit *pVictim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const
and :
float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const
Six months ago the section of the function that imposes the dual wield penalty was removed from MeleeSpellMissChance(…). Now only MeleeMissChanceCalc() takes into account dual wield attacks. The lines in red with the subtraction symbol are lines that were removed in the commit. As you can see the following significant line was removed:
HitChance = 76.0f;
The link below is to the commit in question.
https://github.com/ProjectSkyfire/SkyFi ... 039a181418
Melee outcome is calculated from within:
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackType attType) const
However MeleeMissChanceCalc(…) is currently commented out. This surely means that the dual wield mechanic is ignored in the core engine?
Retired Developer.
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