void Player::UpdateParryPercentage() { const float parry_cap[MAX_CLASSES] = { 65.631440f, // Warrior 65.631440f, // Paladin 145.560408f, // Hunter 145.560408f, // Rogue 0.0f, // Priest 65.631440f, // DK 145.560408f, // Shaman 0.0f, // Mage 0.0f, // Warlock 0.0f, // ?? 0.0f // Druid }; // No parry float value = 0.0f; uint32 pclass = getClass()-1; if (CanParry() && parry_cap[pclass] > 0.0f) { float nondiminishing = 5.0f; // Parry from rating float diminishing = GetRatingBonusValue(CR_PARRY); // 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); }
void Player::UpdateParryPercentage() { // No parry float value = 0.0f; if (CanParry()) { // 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); value = value < 0.0f ? 0.0f : value; } SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value); }
void Player::UpdateParryPercentage() { float value = 0.0f; float real = 0.0f; if (CanParry()) { // Base parry value = 5.0f; // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT); // Parry from rating value += GetRatingBonusValue(CR_PARRY); real = value; // Set UI display value: modify value from defense skill against same level target value += (int32(GetDefenseSkillValue()) - int32(GetSkillMaxForLevel())) * 0.04f; } // Set current dodge chance m_modParryChance = real; SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, std::max(0.0f, std::min(value, 100.0f))); }
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; m_realParry = 0.0f; uint32 pclass = getClass()-1; if (CanParry() && parry_cap[pclass] > 0.0f) { float nondiminishing = 5.0f; // Parry from rating 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 m_realParry = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]); m_realParry = m_realParry < 0.0f ? 0.0f : m_realParry; value = std::max(diminishing + nondiminishing, 0.0f); } SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value); }
void Player::UpdateParryPercentage() { // Table for base parry values const int parry_base[MAX_CLASSES] = { 3, // Warrior 3, // Paladin 0, // Hunter 3, // Rogue 0, // Priest 3, // DK 0, // Shaman 0, // Mage 0, // Warlock 3, // Monk 0 // Druid }; const float parry_cap[MAX_CLASSES] = { 237.186f, // Warrior 237.186f, // Paladin 0.0f, // Hunter 90.6424f, // Rogue 0.0f, // Priest 237.186f, // DK 0.0f, // Shaman 0.0f, // Mage 0.0f, // Warlock 90.6424f, // Monk 0.0f // Druid }; // No parry float value = 0.0f; uint32 pclass = getClass()-1; if (CanParry() && parry_cap[pclass] > 0.0f) { float nondiminishing = parry_base[pclass]; // Parry from rating float diminishing = GetRatingBonusValue(CR_PARRY); // TODO: research if talents/effects that increase total parry by x% should increase non-diminishing part float base_strength = GetCreateStat(STAT_STRENGTH) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_STRENGTH][BASE_PCT]; float bonus_strength = GetTotalStatValue(STAT_STRENGTH) - base_strength; float perc_cap = sObjectMgr->GetParryCapForClassLevel(pclass * GT_MAX_LEVEL + getLevel() - 1); // calculate diminishing (green in char screen) and non-diminishing (white) contribution diminishing += (bonus_strength / perc_cap) / ((bonus_strength / perc_cap) / parry_cap[pclass] + m_diminishing_k[pclass]); nondiminishing += base_strength / perc_cap; // 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; if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE)) value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) : value; value = value < 0.0f ? 0.0f : value; } SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value); }