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