fix resistibility factor for higher tiers
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@ -31,6 +31,8 @@
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#include "Rules/Rules.h"
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#include "Rules/Rules.h"
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#include "SpellProcess.h"
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#include "SpellProcess.h"
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#include "World.h"
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#include "World.h"
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#include <cmath>
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#include <algorithm>
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#include <math.h>
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#include <math.h>
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extern Classes classes;
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extern Classes classes;
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@ -804,8 +806,18 @@ int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHi
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bonus += (skill->current_val+skillAddedByWeapon) / 25;
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bonus += (skill->current_val+skillAddedByWeapon) / 25;
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if(is_caster_spell && lua_spell) {
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if(is_caster_spell && lua_spell) {
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if(lua_spell->spell->GetSpellData()->resistibility > 0)
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if(lua_spell->spell->GetSpellData()->resistibility > 0) {
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bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f;
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float pivot = 0.7f; // Central resistibility point (we seem to have .65 - .75 for our resistability usually)
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float scale_factor = 2.0f; // steepness control
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// Clamps to avoid extreme values
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float resistibility = std::clamp(resistibility, 0.0f, 1.0f);
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// Calculate marginalized resistibility
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float marginalized_resistibility = 1.0f - exp(-scale_factor * (lua_spell->spell->GetSpellData()->resistibility - pivot));
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// Adjust bonus based on marginalized resistibility
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bonus -= marginalized_resistibility * 100.0f;
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}
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LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResist: resistibility %f, bonus %f", lua_spell->spell->GetSpellData()->resistibility, bonus);
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LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResist: resistibility %f, bonus %f", lua_spell->spell->GetSpellData()->resistibility, bonus);
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// Here we take into account Subjugation, Disruption and Ordination (debuffs)
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// Here we take into account Subjugation, Disruption and Ordination (debuffs)
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