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Combat_osidamagemod
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Lazarus
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Post: #1
Combat_osidamagemod
First, sry for my english ^_^

I have this in my sphere.ini...

// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)

This feature works... And the STR modify the damage too. But my question is: This how works? what number of % is the weapon bonus damage?

This works only in all weapons? [Like Mace, Sword, Fencing and Archery?] or something other skill?

THanks ! Smile

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07-22-2012 05:02 AM
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Shaklaban
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Post: #2
RE: Combat_osidamagemod
PHP Code:
05-10-2006Nazghul
AddedINI flag OF_OSIDamageMod (0x04)
  
Modifying weapon damage OSI styleaccording to this formulas (originally provided by ClouD_Br):
  
Tactics Damage Bonus% = Tactics � 1.6 (Add 6.25% if Tactics >= 100)
  
Anatomy Damage Bonus% = (Anatomy � 2) + 5
  Lumberjack Damage Bonus
% = Lumberjack � 2 (Add 10% if Lumberjacking >= 100)
  
Strength Damage Bonus% = Strength 0.3 (Add 5% if Strength >= 100)
  Final 
Damage Bonus% = Tactics Bonus Anatomy Bonus Lumber Bonus Strangth Bonus Damage Increase Items*
  Final 
Damage Base Damage + (Base Damage * Final Damage Bonus%)
  * 
Damage Increase is capped at 100%. 

description from revisions, but i suggest you to not use this. you can modify argn1 on hit trigger. softcoded solutions always good because you have full control on them.
07-22-2012 06:16 AM
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Lazarus
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Post: #3
RE: Combat_osidamagemod
(07-22-2012 06:16 AM)Shaklaban Wrote:  
PHP Code:
05-10-2006Nazghul
AddedINI flag OF_OSIDamageMod (0x04)
  
Modifying weapon damage OSI styleaccording to this formulas (originally provided by ClouD_Br):
  
Tactics Damage Bonus% = Tactics � 1.6 (Add 6.25% if Tactics >= 100)
  
Anatomy Damage Bonus% = (Anatomy � 2) + 5
  Lumberjack Damage Bonus
% = Lumberjack � 2 (Add 10% if Lumberjacking >= 100)
  
Strength Damage Bonus% = Strength 0.3 (Add 5% if Strength >= 100)
  Final 
Damage Bonus% = Tactics Bonus Anatomy Bonus Lumber Bonus Strangth Bonus Damage Increase Items*
  Final 
Damage Base Damage + (Base Damage * Final Damage Bonus%)
  * 
Damage Increase is capped at 100%. 

description from revisions, but i suggest you to not use this. you can modify argn1 on hit trigger. softcoded solutions always good because you have full control on them.

I think it's fine to my server, i guess. I don't wan't to change the value if they works fine.
Anatomy = 20%?
Tactics = 16%+ 6.25% in 1000?
Lumberjacking= 20%+10% in 1000?
Str= ?? ?
That's right?

What's that symbol ? �

[Image: 2hy9q0y.png]
(This post was last modified: 07-22-2012 08:50 AM by Lazarus.)
07-22-2012 08:42 AM
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Extreme
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Post: #4
RE: Combat_osidamagemod
Strength * 0.3, if Strength >= 100, +5%
Example: STR = 120, STR Bonus is 36%+5%.

The symbol is * (multiply)

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(This post was last modified: 07-22-2012 08:55 AM by Extreme.)
07-22-2012 08:54 AM
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Lazarus
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Post: #5
RE: Combat_osidamagemod
(07-22-2012 08:54 AM)Extreme Wrote:  Strength * 0.3, if Strength >= 100, +5%
Example: STR = 120, STR Bonus is 36%+5%.

The symbol is * (multiply)

Thanks!
I'll use this ^_^

Rly, guys, are doing this so easy and great Smile

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07-22-2012 09:07 AM
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