Jump to content

Experimental Balance System?!


Recommended Posts

Hello boys!
I was thinking ways that someone can make a balance into a server...
Lineage is a game with many different characters and skills... So the balance is really hard some times...
I thought that by balancing skills and stats only, doesn't fix the problem on a point of view...
so I created a code that is changing the final outcome damage to a higher or lower percentage..
I think is better to check the code by yourself and give me a feedback.

   public static double calcPhysDam(L2Character attacker, L2Character target)
   {
      L2PcInstance targetPlayer = target.getActingPlayer();
      L2PcInstance attackerPlayer = attacker.getActingPlayer();
      
      boolean isPvP = attacker.isPlayable() && target.isPlayable();
      
      final L2Weapon weapon = attacker.getActiveWeaponItem();
      L2Armor armor = targetPlayer.getActiveChestArmorItem();
      
      if (isPvP)
      {
         if (weapon != null)
         {
            if (armor != null)
            {
               switch (attackerPlayer.getClassId())
               {
               /**
                * HUMAN CLASSES
                */
                  case duelist:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUAL:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case dreadnought:
                  {
                     switch (weapon.getItemType())
                     {
                        case POLE:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case phoenixKnight:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case hellKnight:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case sagittarius:
                  {
                     switch (weapon.getItemType())
                     {
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case adventurer:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALDAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * ELF CLASSES
                   */
                  case evaTemplar:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case swordMuse:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case windRider:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALDAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case moonlightSentinel:
                  {
                     switch (weapon.getItemType())
                     {
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * DARK ELF CLASSES
                   */
                  case shillienTemplar:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case spectralDancer:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUAL:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case ghostHunter:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALDAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case ghostSentinel:
                  {
                     switch (weapon.getItemType())
                     {
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * ORC CLASSES
                   */
                  case titan:
                  {
                     switch (weapon.getItemType())
                     {
                        case TWOHAND_SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case grandKhavatari:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALFIST:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * DWARF CLASSES
                   */
                  case fortuneSeeker:
                  {
                     switch (weapon.getItemType())
                     {
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case maestro:
                  {
                     switch (weapon.getItemType())
                     {
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * KAMAEL CLASSES
                   */
                  case doombringer:
                  {
                     switch (weapon.getItemType())
                     {
                        case ANCIENTSWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case maleSoulhound:
                  {
                     switch (weapon.getItemType())
                     {
                        case RAPIER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case femaleSoulhound:
                  {
                     switch (weapon.getItemType())
                     {
                        case RAPIER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case trickster:
                  {
                     switch (weapon.getItemType())
                     {
                        case CROSSBOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case judicator:
                  {
                     switch (weapon.getItemType())
                     {
                        case RAPIER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
               }
            }
            return 0.7; // if armor == null, return this.
         }
         return 1.0; // if weapon == null, return this.
      }
      return 1.0; // Never change this value.
   }
   
   /**
    * @param attacker
    * @param target
    * @param skill
    * @return double
    */
   public static double calcMagicDam(L2Character attacker, L2Character target, Skill skill)
   {
      L2PcInstance targetPlayer = (L2PcInstance) target;
      L2PcInstance attackerPlayer = (L2PcInstance) attacker;
      
      boolean isPvP = attacker.isPlayable() && target.isPlayable();
      
      L2Armor armor = targetPlayer.getActiveChestArmorItem();
      
      if (isPvP)
      {
         if ((skill != null) && skill.isMagic())
         {
            if (armor != null)
            {
               switch (attackerPlayer.getClassId())
               {
               /**
                * HUMAN CLASSES
                */
                  case archmage:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case soultaker:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case arcanaLord:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case cardinal:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case hierophant:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  
                  /**
                   * ELF CLASSES
                   */
                  case mysticMuse:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case elementalMaster:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case evaSaint:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  
                  /**
                   * DARK ELF CLASSES
                   */
                  case stormScreamer:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case spectralMaster:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case shillienSaint:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  
                  /**
                   * ORC CLASSES
                   */
                  case dominator:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case doomcryer:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
               }
            }
            return 0.7; // if armor == null, return this.
         }
         return 1.0; // if skill == null, return this.
      }
      return 1.0; // Never change this value.
   }

With this code i can either control the OP damage from classes with other weapons like the common issue with tanks with bow...
with less words... Each character is able to deal the maximum damage he can ONLY with his weapon... not another class's weapon.

Link to comment
Share on other sites

Hello boys!

I was thinking ways that someone can make a balance into a server...

Lineage is a game with many different characters and skills... So the balance is really hard some times...

I thought that by balancing skills and stats only, doesn't fix the problem on a point of view...

so I created a code that is changing the final outcome damage to a higher or lower percentage..

I think is better to check the code by yourself and give me a feedback.

   public static double calcPhysDam(L2Character attacker, L2Character target)
   {
      L2PcInstance targetPlayer = target.getActingPlayer();
      L2PcInstance attackerPlayer = attacker.getActingPlayer();
      
      boolean isPvP = attacker.isPlayable() && target.isPlayable();
      
      final L2Weapon weapon = attacker.getActiveWeaponItem();
      L2Armor armor = targetPlayer.getActiveChestArmorItem();
      
      if (isPvP)
      {
         if (weapon != null)
         {
            if (armor != null)
            {
               switch (attackerPlayer.getClassId())
               {
               /**
                * HUMAN CLASSES
                */
                  case duelist:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUAL:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case dreadnought:
                  {
                     switch (weapon.getItemType())
                     {
                        case POLE:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case phoenixKnight:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case hellKnight:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case sagittarius:
                  {
                     switch (weapon.getItemType())
                     {
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case adventurer:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALDAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * ELF CLASSES
                   */
                  case evaTemplar:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case swordMuse:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case windRider:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALDAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case moonlightSentinel:
                  {
                     switch (weapon.getItemType())
                     {
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * DARK ELF CLASSES
                   */
                  case shillienTemplar:
                  {
                     switch (weapon.getItemType())
                     {
                        case SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case spectralDancer:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUAL:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case ghostHunter:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALDAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case ghostSentinel:
                  {
                     switch (weapon.getItemType())
                     {
                        case BOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        case DAGGER:
                           return targetPlayer.isWearingHeavyArmor() ? 0.9 : targetPlayer.isWearingLightArmor() ? 0.9 : targetPlayer.isWearingMagicArmor() ? 0.9 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * ORC CLASSES
                   */
                  case titan:
                  {
                     switch (weapon.getItemType())
                     {
                        case TWOHAND_SWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case grandKhavatari:
                  {
                     switch (weapon.getItemType())
                     {
                        case DUALFIST:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * DWARF CLASSES
                   */
                  case fortuneSeeker:
                  {
                     switch (weapon.getItemType())
                     {
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case maestro:
                  {
                     switch (weapon.getItemType())
                     {
                        case BLUNT:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  
                  /**
                   * KAMAEL CLASSES
                   */
                  case doombringer:
                  {
                     switch (weapon.getItemType())
                     {
                        case ANCIENTSWORD:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case maleSoulhound:
                  {
                     switch (weapon.getItemType())
                     {
                        case RAPIER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case femaleSoulhound:
                  {
                     switch (weapon.getItemType())
                     {
                        case RAPIER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case trickster:
                  {
                     switch (weapon.getItemType())
                     {
                        case CROSSBOW:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
                  case judicator:
                  {
                     switch (weapon.getItemType())
                     {
                        case RAPIER:
                           return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                        default:
                           return 0.6;
                     }
                  }
               }
            }
            return 0.7; // if armor == null, return this.
         }
         return 1.0; // if weapon == null, return this.
      }
      return 1.0; // Never change this value.
   }
   
   /**
    * @param attacker
    * @param target
    * @param skill
    * @return double
    */
   public static double calcMagicDam(L2Character attacker, L2Character target, Skill skill)
   {
      L2PcInstance targetPlayer = (L2PcInstance) target;
      L2PcInstance attackerPlayer = (L2PcInstance) attacker;
      
      boolean isPvP = attacker.isPlayable() && target.isPlayable();
      
      L2Armor armor = targetPlayer.getActiveChestArmorItem();
      
      if (isPvP)
      {
         if ((skill != null) && skill.isMagic())
         {
            if (armor != null)
            {
               switch (attackerPlayer.getClassId())
               {
               /**
                * HUMAN CLASSES
                */
                  case archmage:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case soultaker:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case arcanaLord:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case cardinal:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case hierophant:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  
                  /**
                   * ELF CLASSES
                   */
                  case mysticMuse:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case elementalMaster:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case evaSaint:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  
                  /**
                   * DARK ELF CLASSES
                   */
                  case stormScreamer:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case spectralMaster:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case shillienSaint:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  
                  /**
                   * ORC CLASSES
                   */
                  case dominator:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case doomcryer:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
               }
            }
            return 0.7; // if armor == null, return this.
         }
         return 1.0; // if skill == null, return this.
      }
      return 1.0; // Never change this value.
   }

With this code i can either control the OP damage from classes with other weapons like the common issue with tanks with bow...

with less words... Each character is able to deal the maximum damage he can ONLY with his weapon... not another class's weapon.

achievable with just passing a skill on each class and playing with xmls, why to create so must useless stuff when you have the option to just add either mastery penalty or xml: using kind "Sword,Blunt ... etc

Link to comment
Share on other sites

achievable with just passing a skill on each class and playing with xmls, why to create so must useless stuff when you have the option to just add either mastery penalty or xml: using kind "Sword,Blunt ... etc

1. Perhaps this code does something that's not that simple by editing skills, items, stats etc 1 by 1.

2. As i already said in the topic "I thought that by balancing skills and stats only, doesn't fix the problem on a point of view..."

 

The skills are skills... You can handle a weak or strong skill... but it's difficult to handle the overall damage of some character to another (e.g a good warrior like duelist and a skilled player can sometimes almost achieve a 2v1 fight with 2 mages | a good archer can kill a mage without even let him react | a good dagger can face everyone except mages because of her evasion.)

 

The balance doesn't come always from the skills and the skills doesn't always bring you balance.... Plus... with this code you can handle a part of balance really quick and easy!

Link to comment
Share on other sites

Sorry, I don't share it... yet.

Atm I just want to hear some feedback from the community :)

Acctualy i had a bit same idea, but to use bots and statistic from theyr fights, to make some sort of graphic - that would show the dependence of low class vs>> over powerd class(with different items, skills, buffs, attrs, and etc)

If you're interested to cooperate - can you send me pm ?

Link to comment
Share on other sites

Acctualy i had a bit same idea, but to use bots and statistic from theyr fights, to make some sort of graphic - that would show the dependence of low class vs>> over powerd class(with different items, skills, buffs, attrs, and etc)

If you're interested to cooperate - can you send me pm ?

Creating bots to test stats is so much waste of time...

and you'll never achieve something good from that...

You'll waste so much time create a code and make bots fighting like real players and it's literally much faster to finish whatever you want and open a public beta server to fix the balance + skills + stats items etc.

Link to comment
Share on other sites

Creating bots to test stats is so much waste of time...

and you'll never achieve something good from that...

You'll waste so much time create a code and make bots fighting like real players and it's literally much faster to finish whatever you want and open a public beta server to fix the balance + skills + stats items etc.

The bots idea - is to not make Open beta server, cause if server is very custom and it should be noticed to earlier, then its maybe only way, i still dont get how you test your balance ? On real players ?

Link to comment
Share on other sites

The bots idea - is to not make Open beta server, cause if server is very custom and it should be noticed to earlier, then its maybe only way, i still dont get how you test your balance ? On real players ?

of course.. an Open Beta server is the best way to balance your server and test for bugs/glitches etc.

BETA is this only way.. especially if you have a couple of events/codes/areas and plus to test your farm rewards, xp etc. + the balance...

By fixing all the possible bugs and balance issues by yourself or with only 2-3 people and then opening a live server... It's kinda so waste of advertisement and money for it because when people will see the bugs and the balance issues, they won't care about fixing them... they'll start hating and flaming about the server and then you've just created 1 more dead-server!

not worthy at all

Link to comment
Share on other sites

                  case archmage:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case soultaker:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case arcanaLord:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case cardinal:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case hierophant:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }

use

case blabla:

case blabla:

do blabla;

 

because they all do the same:)

Link to comment
Share on other sites

of course.. an Open Beta server is the best way to balance your server and test for bugs/glitches etc.

BETA is this only way.. especially if you have a couple of events/codes/areas and plus to test your farm rewards, xp etc. + the balance...

By fixing all the possible bugs and balance issues by yourself or with only 2-3 people and then opening a live server... It's kinda so waste of advertisement and money for it because when people will see the bugs and the balance issues, they won't care about fixing them... they'll start hating and flaming about the server and then you've just created 1 more dead-server!

not worthy at all

Got to agree with that.

So a possible solution is to give people live Beta since none (mby) will join a beta server to support you.

Link to comment
Share on other sites

                  case archmage:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case soultaker:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case arcanaLord:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case cardinal:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }
                  case hierophant:
                  {
                     return targetPlayer.isWearingHeavyArmor() ? 1.0 : targetPlayer.isWearingLightArmor() ? 1.0 : targetPlayer.isWearingMagicArmor() ? 1.0 : 0.7;
                  }

use

case blabla:

case blabla:

do blabla;

 

because they all do the same:)

 

they do but every class is different... and i want to change their values differently from the other's if they're weak or too strong

 

 

 

Got to agree with that.

So a possible solution is to give people live Beta since none (mby) will join a beta server to support you.

advertisement for BETA. If the server is BETA and people would join, you have an excuse for the unfixed balance and bugs and people will understand and will help you.. They'd do on live server too... but there'd be much more haters and tears!

Link to comment
Share on other sites

You could, indeed, get this done simply by giving characters a passive skill and applying the bonuses depending on the character class, as Kelrzher said. But you're not really going to balance anything that way.

 

Lineage II always have had its very own meaning of balance.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




×
×
  • Create New...