[11434] Implemented diminishing returns (DR) for dodge and parry chances.

Also updated base dodge and agility=>dodge conversion values for 3.2 and later

Base stats and percentage based talents/buffs are not affected by DR,
it basically prevents items and stat buffs becoming disproportionally
powerful in terms of survivability as characters approach 100% avoidance.

TODO: implement DR for chance to be missed from defense rating
This commit is contained in:
Lynx3d 2011-05-07 20:11:58 +02:00
parent 8807af4a18
commit 3f531024f7
4 changed files with 109 additions and 43 deletions

View file

@ -552,20 +552,55 @@ void Player::UpdateAllCritPercentages()
UpdateCritPercentage(RANGED_ATTACK);
}
const float Player::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
};
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);
@ -573,14 +608,35 @@ void Player::UpdateParryPercentage()
void Player::UpdateDodgePercentage()
{
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;
// Dodge from agility
float value = GetDodgeFromAgility();
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
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);
}