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(Core issues) Daze mechanics fix #8277

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Arrakio opened this Issue Nov 9, 2012 · 8 comments

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@Arrakio

Arrakio commented Nov 9, 2012

Here is my fix to change daze mechanics to work exactly as they did on 3.3.5a live. It fixes next things:

  1. Each point of difference between Attacker's Melee Skill and Victim's Defense Skill results in -+0.16% Daze chance. Crit immunity = daze immunity (tanks cannot be dazed).
  2. Vehicles cannot be dazed.

Need to make following changes in file "..\Trinity\src\server\game\Entities\Unit\Unit.cpp":

  • find and replace (ln 1331):
    && (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss()))
    with:
    && (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle())
  • find and replace (ln 1344):
    Probability _= AttackerMeleeSkill/(float)VictimDefense;
    with:
    Probability += (AttackerMeleeSkill-(float)VictimDefense)_0.16;
    if (Probability < 0)
    Probability = 0;

Please, correct me if I made any misstype. Would like to see this issue addressed in next revision.

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MrSmite Nov 9, 2012

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Can you make the changes and submit a pull request? There's a guide on the forums if you need it. If that's not possible, just export the patch and upload it somewhere.

This will most likely just sit here otherwise.

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MrSmite commented Nov 9, 2012

Can you make the changes and submit a pull request? There's a guide on the forums if you need it. If that's not possible, just export the patch and upload it somewhere.

This will most likely just sit here otherwise.

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Pitcrawler Nov 9, 2012

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Can you provide a link where you found this?

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Pitcrawler commented Nov 9, 2012

Can you provide a link where you found this?

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DjYXA Nov 9, 2012

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I think we have to add probability < 0, replace it leaves > 40 so i think its ok now.
Anyone can test it?

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DjYXA commented Nov 9, 2012

I think we have to add probability < 0, replace it leaves > 40 so i think its ok now.
Anyone can test it?

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Arrakio Nov 9, 2012

Thank you for sorting my post, DjYXA, I am new to github and quite overwhelmed with amount of other things to do currently. I recompiled Core with this change recently, it works as should against mobs, but I hadn't time to test against vehicles (should work too).

To Pitcrawler: I am avid WoW player and was also an avid WoW theorycrafter before Cata (not so much now). Some info about this mechanic is here: http://www.wowpedia.org/Defense_rating#Dazed. Mob's chance to crit same level player is 5% baseline, it requires 125 Defense difference to reduce chance to be critted to 0, and to reduce chance to be dazed form 20% to 0% (which is 0.16% reduction per point of Defense).

Arrakio commented Nov 9, 2012

Thank you for sorting my post, DjYXA, I am new to github and quite overwhelmed with amount of other things to do currently. I recompiled Core with this change recently, it works as should against mobs, but I hadn't time to test against vehicles (should work too).

To Pitcrawler: I am avid WoW player and was also an avid WoW theorycrafter before Cata (not so much now). Some info about this mechanic is here: http://www.wowpedia.org/Defense_rating#Dazed. Mob's chance to crit same level player is 5% baseline, it requires 125 Defense difference to reduce chance to be critted to 0, and to reduce chance to be dazed form 20% to 0% (which is 0.16% reduction per point of Defense).

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Thanks

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Pitcrawler commented Nov 9, 2012

Thanks

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fiveofeight Nov 9, 2012

What about creatures that have vehicle IDs, like the one mentioned in #2113?

fiveofeight commented Nov 9, 2012

What about creatures that have vehicle IDs, like the one mentioned in #2113?

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@Arrakio , @DjYXA Thanks for the patch.

@Arrakio Take a look at the guide I wrote about pull requests. After doing it a couple times you'd be surprised how easy it is. Even if you don't use TortoiseGit, the process is the same for the commandline if you know what commands to use.

http://www.trinitycore.org/f/topic/6037-howto-maintain-a-remote-fork-for-pull-requests-tortoisegit/

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MrSmite commented Nov 9, 2012

@Arrakio , @DjYXA Thanks for the patch.

@Arrakio Take a look at the guide I wrote about pull requests. After doing it a couple times you'd be surprised how easy it is. Even if you don't use TortoiseGit, the process is the same for the commandline if you know what commands to use.

http://www.trinitycore.org/f/topic/6037-howto-maintain-a-remote-fork-for-pull-requests-tortoisegit/

@Subv Subv closed this Nov 14, 2012

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This didn't get linked to the PR so for reference, it was merged by Subv here:

#8280

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MrSmite commented Nov 14, 2012

This didn't get linked to the PR so for reference, it was merged by Subv here:

#8280

Sovak pushed a commit to ProjectSkyfire/SkyFire_548 that referenced this issue Nov 29, 2013

raczman pushed a commit to raczman/TrinityCore that referenced this issue Apr 20, 2014

@Aokromes Aokromes removed the Priority-High label May 22, 2017

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