Core/Mechanic: Implement Diminishing Returns for miss\parry\dodge. Original author for parry\dodge case Lynx3d.

fixes: #2339, #2536, #887, #687 etc.
This commit is contained in:
Chaplain
2011-09-06 18:43:55 +03:00
parent 207f598a20
commit c190326de4
5 changed files with 175 additions and 81 deletions
+36 -29
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@@ -5754,35 +5754,37 @@ float Player::GetMeleeCritFromAgility()
return crit*100.0f;
}
float Player::GetDodgeFromAgility()
void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing)
{
// Table for base dodge values
float dodge_base[MAX_CLASSES] = {
0.0075f, // Warrior
0.00652f, // Paladin
-0.0545f, // Hunter
-0.0059f, // Rogue
0.03183f, // Priest
0.0114f, // DK
0.0167f, // Shaman
0.034575f, // Mage
0.02011f, // Warlock
const float dodge_base[MAX_CLASSES] =
{
0.036640f, // Warrior
0.034943f, // Paladi
-0.040873f, // Hunter
0.020957f, // Rogue
0.034178f, // Priest
0.036640f, // DK
0.021080f, // Shaman
0.036587f, // Mage
0.024211f, // Warlock
0.0f, // ??
-0.0187f // Druid
0.056097f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers
float crit_to_dodge[MAX_CLASSES] = {
1.1f, // Warrior
1.0f, // Paladin
1.6f, // Hunter
2.0f, // Rogue
1.0f, // Priest
1.0f, // DK?
1.0f, // Shaman
1.0f, // Mage
1.0f, // Warlock
0.0f, // ??
1.7f // Druid
// Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
const float crit_to_dodge[MAX_CLASSES] =
{
0.85f/1.15f, // Warrior
1.00f/1.15f, // Paladin
1.11f/1.15f, // Hunter
2.00f/1.15f, // Rogue
1.00f/1.15f, // Priest
0.85f/1.15f, // DK
1.60f/1.15f, // Shaman
1.00f/1.15f, // Mage
0.97f/1.15f, // Warlock (?)
0.0f, // ??
2.00f/1.15f // Druid
};
uint8 level = getLevel();
@@ -5791,13 +5793,18 @@ float Player::GetDodgeFromAgility()
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
// Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
// Dodge per agility is proportional to crit per agility, which is available from DBC files
GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (dodgeRatio == NULL || pclass > MAX_CLASSES)
return 0.0f;
return;
float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
return dodge*100.0f;
// TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part
float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT];
float bonus_agility = GetStat(STAT_AGILITY) - base_agility;
// calculate diminishing (green in char screen) and non-diminishing (white) contribution
diminishing = 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1];
nondiminishing = 100.0f * (dodge_base[pclass-1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1]);
}
float Player::GetSpellCritFromIntellect()
+2 -1
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@@ -1875,7 +1875,8 @@ class Player : public Unit, public GridObject<Player>
void UpdateDefenseBonusesMod();
inline void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);}
float GetMeleeCritFromAgility();
float GetDodgeFromAgility();
void GetDodgeFromAgility(float &diminishing, float &nondiminishing);
float GetMissPercentageFromDefence(WeaponAttackType attType) const;
float GetSpellCritFromIntellect();
float OCTRegenHPPerSpirit();
float OCTRegenMPPerSpirit();
+93 -14
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@@ -624,20 +624,79 @@ void Player::UpdateAllCritPercentages()
UpdateCritPercentage(RANGED_ATTACK);
}
const float m_diminishing_k[MAX_CLASSES] =
{
0.9560f, // Warrior
0.9560f, // Paladin
0.9880f, // Hunter
0.9880f, // Rogue
0.9830f, // Priest
0.9560f, // DK
0.9880f, // Shaman
0.9830f, // Mage
0.9830f, // Warlock
0.0f, // ??
0.9720f // Druid
};
float Player::GetMissPercentageFromDefence(WeaponAttackType attType) const
{
const float miss_cap[MAX_CLASSES] =
{
16.00f, // Warrior //correct
16.00f, // Paladin //correct
16.00f, // Hunter //?
16.00f, // Rogue //?
16.00f, // Priest //?
16.00f, // DK //correct
16.00f, // Shaman //?
16.00f, // Mage //?
16.00f, // Warlock //?
0.0f, // ??
16.00f // Druid //?
};
float diminishing = 0.0f, nondiminishing = 0.0f;
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// apply diminishing formula to diminishing miss chance
uint32 pclass = getClass()-1;
return nondiminishing + (diminishing * miss_cap[pclass] / (diminishing + miss_cap[pclass] * m_diminishing_k[pclass]));
}
void Player::UpdateParryPercentage()
{
const float parry_cap[MAX_CLASSES] =
{
47.003525f, // Warrior
47.003525f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
47.003525f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
0.0f, // ??
0.0f // Druid
};
// No parry
float value = 0.0f;
if (CanParry())
uint32 pclass = getClass()-1;
if (CanParry() && parry_cap[pclass] > 0.0f)
{
// Base parry
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
float nondiminishing = 5.0f;
// Parry from rating
value += GetRatingBonusValue(CR_PARRY);
float diminishing = GetRatingBonusValue(CR_PARRY);
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// apply diminishing formula to diminishing parry chance
value = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
@@ -645,14 +704,34 @@ void Player::UpdateParryPercentage()
void Player::UpdateDodgePercentage()
{
// Dodge from agility
float value = GetDodgeFromAgility();
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
const float dodge_cap[MAX_CLASSES] =
{
88.129021f, // Warrior
88.129021f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
88.129021f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
0.0f, // ??
116.890707f // Druid
};
float diminishing = 0.0f, nondiminishing = 0.0f;
GetDodgeFromAgility(diminishing, nondiminishing);
// Modify value from defense skill (only bonus from defense rating diminishes)
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
// Dodge from rating
value += GetRatingBonusValue(CR_DODGE);
diminishing += GetRatingBonusValue(CR_DODGE);
// apply diminishing formula to diminishing dodge chance
uint32 pclass = getClass()-1;
float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
+43 -37
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@@ -2011,7 +2011,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackTy
// Miss chance based on melee
//float miss_chance = MeleeMissChanceCalc(victim, attType);
float miss_chance = MeleeSpellMissChance(victim, attType, int32(GetWeaponSkillValue(attType, victim)) - int32(victim->GetDefenseSkillValue(this)), 0);
float miss_chance = MeleeSpellMissChance(victim, attType, int32(GetWeaponSkillValue(attType, victim)) - int32(GetMaxSkillValueForLevel(this)), 0);
// Critical hit chance
float crit_chance = GetUnitCriticalChance(attType, victim);
@@ -2340,11 +2340,10 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spell)
attackerWeaponSkill = int32(GetWeaponSkillValue(attType, victim));
int32 skillDiff = attackerWeaponSkill - int32(victim->GetMaxSkillValueForLevel(this));
int32 fullSkillDiff = attackerWeaponSkill - int32(victim->GetDefenseSkillValue(this));
uint32 roll = urand (0, 10000);
uint32 missChance = uint32(MeleeSpellMissChance(victim, attType, fullSkillDiff, spell->Id) * 100.0f);
uint32 missChance = uint32(MeleeSpellMissChance(victim, attType, skillDiff, spell->Id) * 100.0f);
// Roll miss
uint32 tmp = missChance;
if (roll < tmp)
@@ -2720,6 +2719,21 @@ float Unit::GetUnitParryChance() const
return chance > 0.0f ? chance : 0.0f;
}
float Unit::GetUnitMissChance(WeaponAttackType attType) const
{
float miss_chance = 5.00f;
if (Player const* player = ToPlayer())
miss_chance += player->GetMissPercentageFromDefence(attType);
if (attType == RANGED_ATTACK)
miss_chance -= GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
else
miss_chance -= GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
return miss_chance;
}
float Unit::GetUnitBlockChance() const
{
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
@@ -16388,51 +16402,43 @@ void Unit::ApplyResilience(Unit const* victim, float* crit, int32* damage, bool
// Crit or block - determined on damage calculation phase! (and can be both in some time)
float Unit::MeleeSpellMissChance(const Unit* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const
{
// Calculate hit chance (more correct for chance mod)
int32 HitChance;
//calculate miss chance
float missChance = victim->GetUnitMissChance(attType);
// PvP - PvE melee chances
if (spellId || attType == RANGED_ATTACK || !haveOffhandWeapon())
HitChance = 95;
else
HitChance = 76;
// Hit chance depends from victim auras
if (attType == RANGED_ATTACK)
HitChance += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
else
HitChance += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if (spellId)
{
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellId, SPELLMOD_RESIST_MISS_CHANCE, HitChance);
}
// Miss = 100 - hit
float miss_chance = 100.0f - HitChance;
// Bonuses from attacker aura and ratings
if (attType == RANGED_ATTACK)
miss_chance -= m_modRangedHitChance;
else
miss_chance -= m_modMeleeHitChance;
if (!spellId && haveOffhandWeapon())
missChance += 19;
// bonus from skills is 0.04%
//miss_chance -= skillDiff * 0.04f;
int32 diff = -skillDiff;
if (victim->GetTypeId() == TYPEID_PLAYER)
miss_chance += diff > 0 ? diff * 0.04f : diff * 0.02f;
missChance += diff > 0 ? diff * 0.04f : diff * 0.02f;
else
miss_chance += diff > 10 ? 2 + (diff - 10) * 0.4f : diff * 0.1f;
missChance += diff > 10 ? 1 + (diff - 10) * 0.4f : diff * 0.1f;
// Calculate hit chance
float hitChance = 100.0f;
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if (spellId)
{
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellId, SPELLMOD_RESIST_MISS_CHANCE, hitChance);
}
missChance += hitChance - 100.0f;
if (attType == RANGED_ATTACK)
missChance -= m_modRangedHitChance;
else
missChance -= m_modMeleeHitChance;
// Limit miss chance from 0 to 60%
if (miss_chance < 0.0f)
if (missChance < 0.0f)
return 0.0f;
if (miss_chance > 60.0f)
if (missChance > 60.0f)
return 60.0f;
return miss_chance;
return missChance;
}
void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
+1
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@@ -1479,6 +1479,7 @@ class Unit : public WorldObject
float GetUnitDodgeChance() const;
float GetUnitParryChance() const;
float GetUnitBlockChance() const;
float GetUnitMissChance(WeaponAttackType attType) const;
float GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const;
int32 GetMechanicResistChance(const SpellInfo *spell);
bool CanUseAttackType(uint8 attacktype) const