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revert + reupload fix resistibility factor for higher tiers, properly clamp the resistibility also

This commit is contained in:
Emagi 2025-01-14 14:00:37 -05:00
parent cd64a84d40
commit 6f36c96a4a

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@ -31,6 +31,8 @@
#include "Rules/Rules.h"
#include "SpellProcess.h"
#include "World.h"
#include <cmath>
#include <algorithm>
#include <math.h>
extern Classes classes;
@ -804,8 +806,18 @@ int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHi
bonus += (skill->current_val+skillAddedByWeapon) / 25;
if(is_caster_spell && lua_spell) {
if(lua_spell->spell->GetSpellData()->resistibility > 0)
bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f;
if(lua_spell->spell->GetSpellData()->resistibility > 0) {
float pivot = 0.6f; // Central resistibility point (we seem to have .65 - .75 for our resistability usually)
float scale_factor = 2.0f; // steepness control
// Clamps to avoid extreme values
float resistibility = std::clamp(lua_spell->spell->GetSpellData()->resistibility, 0.0f, 1.0f);
// Calculate marginalized resistibility
float marginalized_resistibility = 1.0f - exp(-scale_factor * (resistibility - pivot));
// Adjust bonus based on marginalized resistibility
bonus -= marginalized_resistibility * 100.0f;
}
LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResist: resistibility %f, bonus %f", lua_spell->spell->GetSpellData()->resistibility, bonus);
// Here we take into account Subjugation, Disruption and Ordination (debuffs)