Rapzel wrote: Wed Jan 13, 2021 11:18 pm
nocturnalguest wrote: Wed Jan 13, 2021 10:08 pm
Ysaran wrote: Wed Jan 13, 2021 10:00 pm
Well, I guess I deserve it
I'd say not.
There was a cap.
And this is the actual post after that it was no longer:
viewtopic.php?f=8&t=31055&start=40#p352017
No patchnotes accounted that.
Patchnotes with dalen saying that its now different (=exact official guard change) was nothing new. Dalen confirmed it was there even before he put it into patchnotes.
Still is a cap of 75% it's apparently just from INIT/WP/WS vs BS/INT/STR and doesn't take into consideration added avoidance from renown/gear/proccs.
No.
Ok here is exact code from 2014 (source github) and i have dev confirmation its still valid:
Code: Select all
// If wearing a shield
int Block = 0;
if (Target.ItmInterface.GetItemInSlot((UInt16)EquipSlot.MAIN_GAUCHE) != null && Target.ItmInterface.GetItemInSlot((UInt16)EquipSlot.MAIN_GAUCHE).Info.Type == 5)
{
Block = (int)(((double)((float)Target.ItmInterface.GetItemInSlot((UInt16)EquipSlot.MAIN_GAUCHE).Info.Armor / OffensiveStat) * 0.2) * 100);
}
if (Block > 50)
Block = 50;
Log.Info("Block rate", "" + Block);
Log.Info("GameData Block", "" +GameData.BonusTypes.BONUSTYPES_EBONUS_BLOCK);
if (RandomMgr.Next(100) < (Block + (Target.StsInterface.GetTotalStat((byte)GameData.BonusTypes.BONUSTYPES_EBONUS_BLOCK) - Ab.Caster.StsInterface.GetTotalStat((byte)GameData.BonusTypes.BONUSTYPES_EBONUS_BLOCK_STRIKETHROUGH))))
return GameData.AbilityResult.ABILITYRESULT_BLOCK;
uint AttackType = 0;
if (Ab.Info.Info.MaxRange <= 5)
AttackType = 0; // Melee
else
AttackType = 1; // Ranged
int SecondaryDefense = (int)((((double)DefensiveStat / OffensiveStat * 0.075) * 100));
if (SecondaryDefense > 25)
SecondaryDefense = 25;
As you can see yourself here that block shield rating is hardcapped at 50 and rest of stats (secondary ones - parry, dodge, disrupt) hardcapped at 25 in terms of matching defensive-offensive stats.
From what i know:
- avoidance using offensive-defensive calc has always been block 50 and rest 25 hard caps (in old forum topics there are proofs its been same on live)
- avoidance overally probably never had caps (absolutely unknown how it was on live)
- guard dmg was (and still is but now its same as the above code) separate code and it had hardcaps according to my tests (proofs of receving guard dmg thru shield wall morale i still look up, havent found yet).
There is no confirmed code nor old live info (and i was unable to find one) proving if guard had hardcaps. We have only claims on that.
It tho doesnt justify the need to overwrite guard code and copy-paste avoidance check for it.
And detrap's conformism. Man, you spinning like a slug in salt. Have some dignity.