Created
March 1, 2012 23:21
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double GetPvESpellHitRate(byte playerLevel, byte targetLevel, byte spellLevel, uint attackerCount) | |
{ | |
double hitrate; | |
if ( playerlevel > targetLevel) // Player > Mob, no base miss rate, 0.5% miss per spelllevel lower than moblevel | |
hitrate = 1 + (spellLevel - targetLevel)/200); | |
else if ( targetLevel == playerlevel) // Player == Mob, 15% base miss rate, 0.5% miss per spelllevel lower than moblevel | |
hitrate = 0.85 + (spellLevel - targetlevel)/200); | |
else // Player < Mob, guessed formula | |
{ | |
if ( spellLevel > targetLevel) return 1; // Just a safety check so we don't sqrt a negative number. this should never happen as a player cannot have higher spells than his level is | |
hitrate = 0.85 - Math.Sqrt(targetLevel - spellLevel) * 9 / 100; | |
} | |
if (attackerCount > 1) | |
{ | |
attackerCount -= 1 // remove one, as we want the number of additionial attackers | |
hitrate += attackerCount/200; // 0.5% extra hitchance per attacker | |
} | |
hitrate > 1 && hitrate = 1; // cap at 100% just to be sure | |
hitrate < 0.55 && hitrate = 0; // any hitrate < 55% results in 0% hitrate | |
return hitrate; | |
} |
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