Large change to melee damage going in...
Re: Large change to melee damage going in...
@Henhouse would love to have confirmation that this wasn't "wrongly fixed" by accident! There should only be one roll, not resetting for every new RNG calculation (which from the explanation kinda sounds like it).Schaka wrote:After reading this, it made me think.
Is it now correctly implemented following THIS pattern? http://wowwiki.wikia.com/wiki/Attack_table
To quote:
Re: Large change to melee damage going in...
one roll should only work for white damage, special abilities most likely should use two die roll. you can check it in that attack table link.Schaka wrote:@Henhouse would love to have confirmation that this wasn't "wrongly fixed" by accident! There should only be one roll, not resetting for every new RNG calculation (which from the explanation kinda sounds like it).
ps: why do you want to nerf melee damage even more? :D one die roll means that crits can miss / dodge / etc. two die roll means that first roll check if ability hits or miss / dodge / etc. and second roll check if it hit or crit. and abilities like kidney shot can't have two die roll since they can't crit, there are only one roll to check if it hits or not :)
Re: Large change to melee damage going in...
It is correctly follows that pattern, yes. The issue was with the way it was handled and over-factoring its chances to occur making it easier and easier to be dodged/parried/etc.Schaka wrote:@Henhouse would love to have confirmation that this wasn't "wrongly fixed" by accident! There should only be one roll, not resetting for every new RNG calculation (which from the explanation kinda sounds like it).
Cola reported this bug to Midna, one of the developers of AT who then also patched their WotLK server with it, years ago. As I mentioned before, this was patched on NextGen as well. So it's correct now.
Administrator - Project Lead / Server Management / Core Development
Re: Large change to melee damage going in...
is the server online hen? I cant log on, i put up a post about it 30mins ago can u check it out?
Re: Large change to melee damage going in...
Hi! Let me go ahead and try to explain this. Calculations were messed up and now they're not. This is what the calculations looked like before.
Normal (white) hit results were calculated in the following order:
Miss check (did the attack miss?)
Dodge check (did the target dodge?)
Parry check (did the target parry?)
Block check (did the target block?)
Crit check (we didn't miss and the target didn't dodge/parry/block; calculate if we crit or not)
All good, right? Wrong. There was a random variable being carried over between each check which resulted in the results being skewed. I'll give you an example of what exactly this variable did.
Rogue vs Warrior.
Rogue has 5% chance to miss and 10% chance to crit.
Warrior has 2% chance to dodge, 3% chance to parry and 4% chance to block.
Rogue hits warrior with a normal white attack from the front.
Calculations before fix:
Miss: 5%
Dodge: 7% (5% carried over from miss chance)
Parry: 10% (5% carried over from miss chance, 2% carried over from dodge chance)
Block: 14% (5% carried over from miss chance, 2% carried over from dodge chance, 3% carried over from parry chance)
Crit chance: 24% (5% carried over from miss, 2% carried over from dodge, 3% carried over from parry and 4% carried over from block)
This means that if you, for example, were hitting a rogue (facing front) who had Evasion up, you had 100% chance to crit on white attacks.
Calculations after fix:
Miss: 5%
Dodge: 2%
Parry: 3%
Block: 4%
Crit chance: 10%
Normal (white) hit results were calculated in the following order:
Miss check (did the attack miss?)
Dodge check (did the target dodge?)
Parry check (did the target parry?)
Block check (did the target block?)
Crit check (we didn't miss and the target didn't dodge/parry/block; calculate if we crit or not)
All good, right? Wrong. There was a random variable being carried over between each check which resulted in the results being skewed. I'll give you an example of what exactly this variable did.
Rogue vs Warrior.
Rogue has 5% chance to miss and 10% chance to crit.
Warrior has 2% chance to dodge, 3% chance to parry and 4% chance to block.
Rogue hits warrior with a normal white attack from the front.
Calculations before fix:
Miss: 5%
Dodge: 7% (5% carried over from miss chance)
Parry: 10% (5% carried over from miss chance, 2% carried over from dodge chance)
Block: 14% (5% carried over from miss chance, 2% carried over from dodge chance, 3% carried over from parry chance)
Crit chance: 24% (5% carried over from miss, 2% carried over from dodge, 3% carried over from parry and 4% carried over from block)
This means that if you, for example, were hitting a rogue (facing front) who had Evasion up, you had 100% chance to crit on white attacks.
Calculations after fix:
Miss: 5%
Dodge: 2%
Parry: 3%
Block: 4%
Crit chance: 10%
Developer - Bug Fixer
- Apuclevercow
- Posts: 1349
Re: Large change to melee damage going in...
Just tested and it works like a charm. Definitely a good thing.
edit: Here's the pic of a little test of 1k hits (Attacker stats at the left and the Defender ones at the right)

I tested as well the base stun resistance of the ferals (15%) out of 50 KS, it included 6 resists (12%). Seems accurate.
edit: Here's the pic of a little test of 1k hits (Attacker stats at the left and the Defender ones at the right)

I tested as well the base stun resistance of the ferals (15%) out of 50 KS, it included 6 resists (12%). Seems accurate.
ah
- Itslovelol
- Game Master
- Posts: 218
- Location: Germany
Re: Large change to melee damage going in...
@Cola This is wrong - check http://wowwiki.wikia.com/wiki/Attack_table
Former Developer
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