Core/Stats:

- Update dodge base, parry cap and dodge cap values to cataclysm.
- Remove useless function since defense skill was remove in 4.0.1
This commit is contained in:
Tuxity
2012-08-15 01:19:48 +02:00
parent 40f6e1dd1e
commit 9fc75cffc9
4 changed files with 15 additions and 46 deletions

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@@ -5728,17 +5728,17 @@ void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing)
// Table for base dodge values
const float dodge_base[MAX_CLASSES] =
{
0.036640f, // Warrior
0.034943f, // Paladi
-0.040873f, // Hunter
0.020957f, // Rogue
0.034178f, // Priest
0.037580f, // Warrior
0.036520f, // Paladin
-0.054500f, // Hunter
-0.005900f, // Rogue
0.031830f, // Priest
0.036640f, // DK
0.021080f, // Shaman
0.036587f, // Mage
0.024211f, // Warlock
0.016750f, // Shaman
0.034575f, // Mage
0.020350f, // Warlock
0.0f, // ??
0.056097f // Druid
0.049510f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
const float crit_to_dodge[MAX_CLASSES] =

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@@ -1954,7 +1954,6 @@ class Player : public Unit, public GridObject<Player>
inline void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);}
float GetMeleeCritFromAgility();
void GetDodgeFromAgility(float &diminishing, float &nondiminishing);
float GetMissPercentageFromDefence() const;
float GetSpellCritFromIntellect();
float OCTRegenHPPerSpirit();
float OCTRegenMPPerSpirit();

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@@ -571,43 +571,16 @@ const float m_diminishing_k[MAX_CLASSES] =
0.9720f // Druid
};
float Player::GetMissPercentageFromDefence() const
{
float const 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
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
47.003525f, // DK
65.631440f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
@@ -639,12 +612,12 @@ void Player::UpdateDodgePercentage()
{
const float dodge_cap[MAX_CLASSES] =
{
88.129021f, // Warrior
88.129021f, // Paladin
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
88.129021f, // DK
65.631440f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock

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@@ -2585,9 +2585,6 @@ float Unit::GetUnitMissChance(WeaponAttackType attType) const
{
float miss_chance = 5.00f;
if (Player const* player = ToPlayer())
miss_chance += player->GetMissPercentageFromDefence();
if (attType == RANGED_ATTACK)
miss_chance -= GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
else