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0002537SphereServerexecutable - genericpublic13-07-15 21:1930-10-15 18:01
Rizz 
XuN 
normalmajoralways
resolvedfixed 
 
0.56c Nightly 
Automated (specify build number)
None
None
2364
0002537: swordsmanship and wrestling don't increase
Skills don't increase.
No tags attached.
Issue History
13-07-15 21:19RizzNew Issue
13-07-15 23:12lazarusNote Added: 0002919
13-07-15 23:27RizzNote Added: 0002922
13-07-15 23:51RizzNote Added: 0002924
13-07-15 23:52RizzNote Edited: 0002924bug_revision_view_page.php?bugnote_id=0002924#r897
14-07-15 14:26darksun84Note Added: 0002925
14-07-15 16:57darksun84Note Added: 0002926
14-07-15 16:58darksun84Note Edited: 0002926bug_revision_view_page.php?bugnote_id=0002926#r899
14-07-15 17:24darksun84Note Edited: 0002926bug_revision_view_page.php?bugnote_id=0002926#r900
14-07-15 18:58lazarusNote Added: 0002927
16-07-15 22:54CorujaNote Added: 0002930
18-07-15 19:22lazarusNote Added: 0002931
18-07-15 19:22lazarusNote Edited: 0002931bug_revision_view_page.php?bugnote_id=0002931#r902
19-07-15 11:58RizzNote Added: 0002932
19-07-15 14:33ShinaaNote Added: 0002933
22-07-15 19:29lazarusNote Added: 0002934
30-10-15 18:01XuNNote Added: 0002990
30-10-15 18:01XuNStatusnew => resolved
30-10-15 18:01XuNFixed in Version => 0.56c Nightly
30-10-15 18:01XuNResolutionopen => fixed
30-10-15 18:01XuNAssigned To => XuN

Notes
(0002919)
lazarus   
13-07-15 23:12   
Neither fencing, tactics, archery, Macefighting, any skill (neither anatomy, begging... etc) ... Something weird's happening.


(and doesn't works very good, because if you have 0 you can't hit just like ANYTHING)

Last build.
(0002922)
Rizz   
13-07-15 23:27   
@gain is triggering but none can really improve
(0002924)
Rizz   
13-07-15 23:51   
(edited on: 13-07-15 23:52)
I think there is a problemi with the default argn value, in this way is working

on=@gain
local.Swordsmanship=<src.Swordsmanship>
if <local.Swordsmanship>==0
    local.Swordsmanship=1
endif
ARGN2=<eval 220000/<local.Swordsmanship>>

(0002925)
darksun84   
14-07-15 14:26   
Revision 2382, non-combat skill increase for me, combat skills doesn't increase because of the high chance of miss.


I think the new hit chance formula have a problem.

In the revision is written:
New Hit Chance combat formula (more info: http://uo.stratics.com/content/arms-armor/combat.php#hitchance [^])

According to Stratics formula, i should have a 100% chance of hitting when i have 100 in a combat skill and the defender 0, instead the actual hit chance is around 50% miss / 50% hit. Interesting to note that if i have 25.0 in the combat skill and the defender has 0, i still should have a 100% hit chance, but actually the hit chance is much much lower.

This also happens when both values are equal, you should have a 50% chance of hitting the target, this seems true when both attacker and defender combat skills are around 50.0% but at low low value of skills the hit chance seems a lot lot lower.
(0002926)
darksun84   
14-07-15 16:57   
(edited on: 14-07-15 17:24)
I managed to made a "small benchmark", the results probably aren't 100% accurate but they should give an idea about the high miss chances of the new formula.

First test:
Attacker skill: wrestling 1.2
Defender skill: macefighting 0.0

I should get around 52% hit chance with that values
Results
Total Hits: 25/1280 (1.953125) - Total Misses: 1254/1280 (97.968750)

Second test:

Attacker skill: wrestling 100.0
Defender Skill: macefighting 0.0

My chance should be around 100%
Results
Total Hits: 665/1280 (51.953125) - Total Misses: 616/1280 (48.125000)

Third test(weirdest result) :

Attacker skill: wrestling 0.0
Defender skill: wrestling 100.0

I should have an 8% chance of hitting target
Results
16:52:(sphere_skills.scp,1431)Total Hits: 412/1280 (32.187500) - Total Misses: 868/1280 (67.812500)

(0002927)
lazarus   
14-07-15 18:58   
it's insane. The miss chances and the skillgain chances need to be fixed ='( hope Coruja comes and save us hahahaa.

Thanks for the work darksun, like ever <3
(0002930)
Coruja   
16-07-15 22:54   
theres a difference between miss and block the attack, you're testing only the hit chance but not the block chance

the combat behavior works like this:

CheckAttackerHitChance
IF (hit)
  CheckDefenderBlockChance
  IF (blocked)
    -HitBlock-
  ELSE
    -Hit-
  ENDIF
ELSE
  -HitMiss-
ENDIF

but anyway I found a weird issue calling twice the hit chance formula, making all chars have a double chance to miss attacks. Next nightly will be released in some minutes with this fix, maybe it will fix this combat problem
(0002931)
lazarus   
18-07-15 19:22   
Still have so much missing. Can you implement a system to get back to last formulas?

And the wrestling, sword, mace, fencing skills doesn't raise..

[hope this can be resolved :P]

(0002932)
Rizz   
19-07-15 11:58   
Tell us when it's fixed
(0002933)
Shinaa   
19-07-15 14:33   
I think that something is wrong with the gainchance for combat skills overall, not related to the miss problem (which of course increases the problem).
I had the following happen:
Tactics has ADV_RATE=1.0,10.0,60.0,150.0,450.0,950.0
Wrestling has ADV_RATE=1.0,10.0,60.0,115.0,325.0,700.0

I set ACTDIFF in @HitTry to value of Wrestling, all skills were 50.0:
At first both skills increased like crazy, gainchance (argn2 at @SKILLGAIN) was something like 2000+, Tactics having a higher chance then Wrestling, which already made no sense to me, but after a few percent Tactics gain dropt to zero.
Then I tried not setting ACTDIFF to a set value, which of course increased the misses, but even when I actually hit, gainchance was often 0 at diffrent skilllevels.

I think the new formula sets ACTDIFF to values that cause the gaincalculations to go wrong, often resulting in zero chance to gain.
Skillgain function always had some problems with this, having ACTDIFF values higher than your skill for example, even if the skill would not fail because of it, would often result in zero gainchance.
(0002934)
lazarus   
22-07-15 19:29   
Tried the old formulas of actdiff that XuN shared in forums...
That formulas are wrong. Something weird is happening there. (no errors but bad calculations about actdiff)

hope this get fixed soon :'(
(0002990)
XuN   
30-10-15 18:01   
This has been fixed in last rev, gain checks will be done with a minimum of 5.0 skill to prevent it to fail.