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Combat calculations
Posted: Thu Mar 23, 2006 6:35 am
by Grimson
I'm thinking of changing the combat calculations (mainly damage and defense) to fit those described at
http://uo.stratics.com/content/arms-armor/combat.php a bit more. But before doing so I wanted to ask whether the one on stratics are still up to date and if there is anything against changing the the current calculations.
Posted: Thu Mar 23, 2006 10:19 am
by giwo
Well there is nothing specifically against changing the calculations, just remember it's quite a task, and UOX3 is not in all ways like OSI.
Also important to note is that all of our current armor defs, and combat calculations are based upon OSI specs immediately before AoS. (Or at least they were before your recent changes, I haven't really looked at them since). Notably some people preferred OSI back then rather than now.

Posted: Thu Mar 23, 2006 11:27 am
by Grimson
giwo wrote:Also important to note is that all of our current armor defs, and combat calculations are based upon OSI specs immediately before AoS. (Or at least they were before your recent changes, I haven't really looked at them since). Notably some people preferred OSI back then rather than now.

Can you have a look at my changes? I'm pretty shure I haven't changed the calculations, but it may be possible that I overlook something.
Are the pre AoS combat calculations documented somewhere?
Posted: Thu Mar 23, 2006 6:46 pm
by giwo
Only on archive.org anymore.
Once apon a time they were on stratics, much like the newer system now is.
Posted: Thu Mar 23, 2006 7:18 pm
by Kiff
Wow... I never knew archive.org existed... it is mind bogglingly amazing. I can go back and check stats for UO WAAAAY back

Posted: Wed Aug 15, 2007 4:33 am
by stranf
Where can I found out exactly what Uox3's current combat calculations are?
I am again trying to "fine tune" the monsters for my shard.
It's tough to balance the monster attributes without understanding how Uox3 calculates damages/hits. I tried to simplify this by removing the "damage" to JS, but that is more complex than it is worth, I'd rather just do it via JS.
Also, is there a way via .dfn entry to control the attack speed of an enemy, similar to spdelay? Those large giants seem to be swinging their clubs with the speed of a dagger!
Posted: Fri Aug 31, 2007 6:46 pm
by Xuri
As far as I understand, UOX3's combat calculations are based on something
like this.
Posted: Fri Sep 07, 2007 11:20 pm
by stranf
Thanks Xuri!
It's great; however, not very accurate as far as UOx3 goes.
As you may have read from my bug report, the Stratics says that a GM swordsman against an orc would have nearly an 80% to 20% hit advantage.
Unfortunatley, after 100 swings by two different orcs, my PC only got hit 4 times! That's almost 10 times less than the average. My PC didn't even have a shield equipped.
This is a major bug that has been constantly overlooked, but after many quests over the past 3 years combat has been the #1 complaint from my shard players. Either combat is ultra easy: (IE, 4% hit chance orcs), or ultra hard, (IE: 80% hit chance dragons to 30% hit chance GM PCs).
Is there a JS function to over-ride the "HitChance" formula, and ONLY that formula?
Posted: Fri Sep 07, 2007 11:36 pm
by Grimson
stranf wrote:Unfortunatley, after 100 swings by two different orcs, my PC only got hit 4 times! That's almost 10 times less than the average. My PC didn't even have a shield equipped.
When it comes to measuring % chances for something, 100 tries is almost nothing. To get meaningful results you need at least several 1000 tries. You're trying to apply statistic methods to stochastic problems, that doesn't work.
stranf wrote:This is a major bug that has been constantly overlooked, but after many quests over the past 3 years combat has been the #1 complaint from my shard players.
UOX3 uses a different way of calculating the hit chances, but the result is quite close to the old OSI way.
I can change the calculation to the OSI ones and give it a try.
Posted: Sat Sep 08, 2007 1:10 am
by stranf
Agreed on the stats. It was a crude method and would be rejected by anyone with any statistical knowlege; however, it was the best I could do and raised some suspicions on what I have "felt" through observations over the past three years. I wish there was a way I could debug it through JS, call the "hit" formula a few thousand times (without killing my PC) and printing out the result..
I just thought we were trying to match those old stratics page for our combat.
The current "to hit" formula (damage seems ok), is highy skewed towards someone with greater skill.
I can solo the Orc fort in cove, complete with Orc lords, captains, and mages, and wipe out the entire fort with minimal hit point loss without a shield.
While I expect GM swordsman to be successful and good, I don't expect them to be uber-powerful. The old OSI-code seems to balance things pretty well, and would give a GM swordsman a run for his money if he had to fight 40-50 orcs with minimal healing potions.
If the Dev crew wishes to keep this more modern "hit" code, is there anyway you can post the actual formula? That way I can tweak monster .dfns and/or limit PC maximum weapon skill in order to achieve a balance that is similar to the original OSI code.
Posted: Sat Sep 08, 2007 2:27 am
by Grimson
Try the new experimental build.
Posted: Sat Sep 08, 2007 5:40 am
by stranf
AWESOME grimson!
I logged in and went to the orc fort....
instead of killing 40, I had to run away after killing 3!! I got surruonded and they ganged up on me doing blows of 3-4 damage anytime they hit.
So far it seems MUCH more entertaining (and that's the bottom line) than the previous version. If the previous version is how bland OSI is now, no wonder people quit UO.
The problem I can see with the old (new?) combat code is now the monsters swing VERY fast. Even though the orcs did NOT hit me very much, they could swing 4-5 times to my 1 or 2. The good news is, this is a problem that I CAN FIX! I'm working on equiping monsters with weapons and adjusting their stats to fit what my shard is like. Since most of the combat is now based off the stratics link you posted at the top, it should be just a matter of adjusting to get the monsters right.
It is great that finally I understand how it works and I can balance the monsters accordingly. If you guys every decide to revert to the previous code, try to make a way (either JS or a uox3.ini setting) that allows this version.
Thank you!!
Posted: Sat Sep 08, 2007 11:03 am
by Grimson
Try the new experimental build (number 5), swing speed should now work the way it is described
here. If the attacker doesn't carry a weapon his wrestling skill is used as weapon speed, keep that in mind.
Posted: Sat Sep 08, 2007 2:38 pm
by stranf
Tested out that build and it was much better balanced.
I teleported to the orc fort and my GM could kill about 8 or 9 before being slain himself. He found himself surrounded and didn't have much of a chance. It reminded me of Boromir defending the hobbits in LoTR, in this is the type of effect I would like in my shard.
Then I logged in as my 80-skill swordsman and teleported to the orc fort. I ran out of time after killing nearly 20. The difference was that the 80 skill swordsman went out of his way to make sure he was fighting 1 on 1, and carefully managed his hitpoints. Combat was a lot more dynamic. You could tell the difference in swing speeds between full and low stanima. Picking a fast weapon against weaker and more numerous opponents was crucial if you were surrounded. Picking a more damaging weapon (but slower) became crucial if you were attacking someone who coul potentially do greater damage to you at a slower rate.
Very nice. Remember, my orcs have been modified from normal UOx3 orcs, so results may vary.