30 Dec, 2008, Guest wrote in the 1st comment:
Votes: 0
Hi all,

I run a Dystopia 1.2.7 mud, my chars hr, dr and dc are
Hitroll: 282 Damroll: 282 Damcap: 4100

when i fight mobs i do 8200 damage every hit, no variability
and very high for only 282 damroll.

a freshly made char with nothing done and
Hi all,

I run a Dystopia 1.2.7 mud, my chars hr, dr and dc are
Hitroll: 282 Damroll: 282 Damcap: 4100

when i fight mobs i do 8200 damage every hit, no variability
and very high for only 282 damroll.

a freshly made char with nothing done and
[Hitroll: 283 Damroll: 283 Damcap: 1000
for stats does 2000 damage every hit, no variability.

ive had this problem with the mud for years now, and there
is no point in running it with this problem, would
anyone be willing to look around the code to see if theres
anything obvious that is jacking the damage to the damcap
every hit or tell me where to look?
Thanks, Xrakisis
30 Dec, 2008, Zeno wrote in the 2nd comment:
Votes: 0
Use gdb to track how the damage is being calculated.
30 Dec, 2008, tphegley wrote in the 3rd comment:
Votes: 0
Xrakisis said:
Hi all,

a freshly made char with nothing done and
Hi all,

a freshly made char with nothing done and
[Hitroll: 283 Damroll: 283 Damcap: 1000
for stats does 2000 damage every hit, no variability.

ive had this problem with the mud for years now, and there
is no point in running it with this problem, would
anyone be willing to look around the code to see if theres
anything obvious that is jacking the damage to the damcap
every hit or tell me where to look?
Thanks, Xrakisis
[/quote]

Seems it's not setting the hit dam to 0 when the character is first being made. That…or it's just adding those values after creation.

Look in one_hit in fight.c (I'm assuming fight.c, not sure what dystopia would be?) for the damage multipliers.
30 Dec, 2008, Guest wrote in the 4th comment:
Votes: 0
the DR and HR for a newly made char is with newbie eq, and dystopia is Godwars.. i read through the Debugging with gdb post on Gammon Software Solutions forum and have no idea how to see whats being called for damage during a fight. i replaced void one_hit and void damage with stock functions thinking that might fix it a while back but unfortunatly no.
-Xrakisis
30 Dec, 2008, The_Fury wrote in the 5th comment:
Votes: 0
Quote
dystopia is Godwars


Dont you think that this is normal behavior for a GW's game. I mean, the point is that your a god and mortal creatures are beneath you and the only true adversary are other gods. To reduce the numbers, take damage, hit and damrolls off the weapons and armors, as it is those that are making it hit the dam cap all the time.
30 Dec, 2008, Sandi wrote in the 6th comment:
Votes: 0
Hmmm…. what are you giving them for a weapon?
30 Dec, 2008, Guest wrote in the 7th comment:
Votes: 0
Quote
Dont you think that this is normal behavior for a GW's game. I mean, the point is that your a god and mortal creatures are beneath you and the only true adversary are other gods. To reduce the numbers, take damage, hit and damrolls off the weapons and armors, as it is those that are making it hit the dam cap all the time.


high damage might be a part of godwars but none the less with a damroll of 282 i should be hitting for my damroll plus the average damage of my weapon and maybie a stance bonus, not damcap every time. Id like to be hitting for under 400 or 500. Id guess that if there was no damcap id be doing a LOT more damage.


Quote
Hmmm…. what are you giving them for a weapon?


Your eyes glow bright yellow for a moment.
Your skill with identify increases.
You examine ./-/.Avenger.\-\. carefully.
Sigil Affects: AtkLvl | FireLvl | WaterLvl | LightningLvl | EarthLvl
Sigil Levels : 0 | 0 | 0 | 0 | 0
Number of Sigils Applied: 0.
Object 'newbie sword avenger' is type weapon, extra flags hum loyal.
Weight is 6, value is 1573.
This object was created by Xrakisis.
Weapon is of type broadsword.
Damage is 68 to 132 (average 100).
This ancient weapon allows its wielder to move at supernatural speed.
Affects hit roll by 100.
Affects damage roll by 100.
Quote
31 Dec, 2008, Korax wrote in the 8th comment:
Votes: 0
Did you check update_damcap in fight.c?
31 Dec, 2008, The_Fury wrote in the 9th comment:
Votes: 0
Xrakisis said:
high damage might be a part of godwars but none the less with a damroll of 282 i should be hitting for my damroll plus the average damage of my weapon and maybie a stance bonus, not damcap every time. Id like to be hitting for under 400 or 500. Id guess that if there was no damcap id be doing a LOT more damage.


There are a lot of factors that go into determining the final damage done, Ac, Level diff between opponents, some stat differences as well as damroll and hitrolls. Damroll is not your total damage, it is a bonus applied on top of your total damage, you would need to read through the damage functions to work out exactly how things are calculated, but to me it looks like its working right, you just have buff gear on and it would need to be toned down a lot to get it anywhere close to what you want. Or simpily you could just add a dam = dam / 2; somewhere strategic to make it only do 1/2 dam.
06 Jan, 2009, Mister wrote in the 10th comment:
Votes: 0
Quote
Damage is 68 to 132 (average 100).

On most diku-based muds, this line shows minimum, maximum, and average damage. Not so in Godwars muds.
68 is the "number of dice", and 132 is the "sides on each dice". So, 68 132-sided dices are rolled and the results added. That is the base damage of the weapon.
So, the average is miscalculated, and always has been. The real average is 68*(132+1)/2 = 4522.

4522 base damage, plus your damroll, multiplied by whatever damage bonus you get by race… yeah, very high damage indeed.
06 Jan, 2009, Guest wrote in the 11th comment:
Votes: 0
Thanks for the post Mister,
How can i have all in-game weapons, including those held and in inv, updated to have their dam dice be 10d10 if over that, i put this in obj_update in update.c but it isnt working.

if (obj->item_type == ITEM_WEAPON)
{
if (obj->value[1] >= 10 || obj->value[2] >= 10)
{
obj->value[1] = 10;
obj->value[2] = 10;
} }
06 Jan, 2009, Kline wrote in the 12th comment:
Votes: 0
For overwriting those values when objs are created, put your code in create_object(). For modifying objects that load in from player pfiles (old objects, prior to this code) you'll need to do the same but within fread_obj().
07 Jan, 2009, Guest wrote in the 13th comment:
Votes: 0
Quote
For overwriting those values when objs are created, put your code in create_object(). For modifying objects that load in from player pfiles (old objects, prior to this code) you'll need to do the same but within fread_obj().


where in fread_obj would i put it?
i put it here (down) and its not doing anything…

obj->questmaker = str_dup( "" );
obj->questowner = str_dup( "" );
obj->spectype = 0;
obj->spectype2 = 0;
obj->specpower = 0;
obj->condition = 100;
obj->toughness = 0;
obj->resistance = 100;
obj->quest = 0;
obj->quest2 = 0;
obj->points = 0;
obj->ownerid = 0;
obj->value[0] = 0;
obj->value[1] = 0;
obj->value[2] = 0;
obj->value[3] = 0;
obj->attack_level = 0;
obj->fire_level = 0;
obj->water_level = 0;
obj->lightning_level = 0;
obj->earth_level = 0;
obj->sigil_level = 0;
obj->weapon_level = 0;
obj->weapon_currentxp = 0;
obj->weapon_totalxp = 0;

fNest = FALSE;
fVnum = TRUE;
iNest = 0;

if (obj->item_type == ITEM_WEAPON)
{
if (obj->value[1] >= 10 || obj->value[2] >= 10)
{
obj->value[1] = 10;
obj->value[2] = 10;
} }
07 Jan, 2009, Kline wrote in the 14th comment:
Votes: 0
Further down the function it should have a lot of KEY() statements and probably some if( !str_cmp(word,something) ) { loop() } statements too. Look for the one handling reading in obj->value[] and modify it after it has been read in.
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