Left Axe Formula / Dual Wield / Fist Wraps

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Left Axe Formula / Dual Wield / Fist Wraps

Postby Tolakram » Sat Jun 11, 2011 1:38 pm

I'm adjusting for D2 based on this post on /shudder the VN boards:

http://vnboards.ign.com/midgard_stealth ... 112261878/

main hand damage multiplier = 77.33% + 0.33%*spec [main hand]
off hand damage multiplier = 52.0% + 0.52%*spec [off hand]

Current equation for left Axe:

effectiveness = 0.625 + 0.0034 * LASpec;

And the effectiveness penalty is applied to damage from both hands.

Looks like WeaponOnTargetAction is getting a change here. I'm going to place the code needed for this change in the core, but not make any changes to the equations.
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Re: Left Axe Formula

Postby geshi » Sat Jun 11, 2011 1:50 pm

I keep getting bug reports saying Left Axe effects Weaponskill, when it should not, not sure on this though..

Means an SB does not have to spec sword or axe, can just go 50LA/50 crit or whatever :p
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Re: Left Axe Formula / Dual Wield / Fist Wraps

Postby Tolakram » Sat Jun 11, 2011 2:40 pm

What the hell is this?
Code: Select all
int specLevel = Math.Max(GetModifiedSpecLevel(Specs.Celtic_Dual), GetModifiedSpecLevel(Specs.Dual_Wield));
if (specLevel > 0 || GetBaseSpecLevel(Specs.Fist_Wraps) > 0)
{
return Util.Chance(25 + (specLevel - 1) * 68 / 100) ? 1 : 0;
}
So Fist Wraps always have the minimum chance to dual wield?

This is what I found: http://support.darkageofcamelot.com/kb/ ... php?id=897

Fist Wraps now use dual wield mechanics.
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Re: Left Axe Formula / Dual Wield / Fist Wraps

Postby Tolakram » Sat Jun 11, 2011 2:46 pm

Changing code to:
Code: Select all
int specLevel = Math.Max(GetModifiedSpecLevel(Specs.Celtic_Dual), GetModifiedSpecLevel(Specs.Dual_Wield));
specLevel = Math.Max(specLevel, GetModifiedSpecLevel(Specs.Fist_Wraps));
if (specLevel > 0)
{
return Util.Chance(25 + (specLevel - 1) * 68 / 100) ? 1 : 0;
}
So that speccing in fistwraps is works exactly like dual wield for the purpose of calculating swing chance.
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