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Question

Posted

Hello:

Why the P.def values in ingame status are or appear to be incorrect?

I mean, for example with a new character. He starts with 40 P.def . if i equip a pair of gloves that gives +10 P.Def that should be at least 50 and not inferior.

It confuses me a lot, because i cannot understand how this is calculated. Or if it is a bug.

Where is this stuff calculated in core?
I was unable to find anything related to this.

I'm using Interlude acis.

Thank you.

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  • 0
Posted (edited)

Dude, did you see the incidence of level modifier before saying crap ?

 

Also, shield pdef is added to pdef or mdef. The formula is straight on this point :

			case SHIELD_DEFENSE_SUCCEED:
				if (!Config.ALT_GAME_SHIELD_BLOCKS)
					defence += target.getShldDef();
				break;

Maybe stop to make assumptions when you got no clue how things should work ? You need a shield success in order to get shield defense counted into total pdef/mdef. Getting a shield alone isn't enough to make it counted as a shield block. Activate all toggles of a paladin and you will see if things don't work.

 

Was this adressed to me?

 

Well, shield dont give M.Def only P.Def (at least never saw one, that gives M. Def)

Yes it probably gives P.Def when shield defence was sucesful.

I'm testing only with level 5's no grade stuff.

Also, when i mentioned, shields dont give P.Def and makes confusion.

Was related ONLY to new characters/people to the game, that it is a bit confused to see, in this case a shield, that says P.def +x Instead of other thing.

And when equiped, you dont see you Pdef increase.  And i also added that is not a big deal because, to avoid that i do prefeer

To remove the adding P.Def after a shield sucess. And give it instantly when equiped, as a matter of fact i already done that.

 

But lets put the shield stuff apart.

I want to understand only the subtractions that happens when equiping stuff that dont give the exact extra amount of stats (P.Def) they say.

 

Till now i just found this:

 

	public void calc(Env env)
	{
		if (env.getCharacter() instanceof L2PcInstance)
		{
			final L2PcInstance player = env.getPlayer();
			final boolean hasMagePDef = (player.getClassId().isMage() || player.getClassId().getId() == 0x31); // orc mystics are a special case
			
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
				env.subValue(12);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null)
				env.subValue((hasMagePDef) ? 15 : 31);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null)
				env.subValue((hasMagePDef) ? 8 : 18);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
				env.subValue(8);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
				env.subValue(7);
		}
		
		env.mulValue(env.getCharacter().getLevelMod());
	}

This was like they were before.

I changed that values all to 0

 

So now, what happens is, in my case with a level 5 character, he as 50 P.Def and equiping a glove that says +9 it gives a total of 58 instead of 51 like before.

However this is not all, there is other thing discounting something also, otherwise it should give 59.

 

Mr. Tryskell also mentioned if me the dude also checked the Level modifiers, well i asked where i can view that, so no not yet because i dint manage to find it, and asked here

if someone can tell me where.

 

.

SDX also mentioned that is probably bugs.

No i tested already. i entered 3 difrent servers interlude. and they do exactly like mine.

 

But i supose that is not that dificult to check this out, i do belive that most of you have interlude. just go ingame and see. i think its farely quick.

Edited by ali3npt
  • 0
Posted (edited)

I don't have interlude nor I know which pack you use. However just seeing the way pdef is calculated it feels pretty much old as fuck.

 

Basically each char template have base value for their inventory slots when they are naked. When you put an item, the item pdef overrides the default value.

 

Seems like those value are fixed in your code and lazy to check if they are any correct.

 

But basically when you don't have gloves and put gloves with 8 pdef it shouldn't change at all, cause the code substract the 8 base value of gloves slot.

 

Without any modifier ( level mod here : 89 + level / 100) :

 

10 pdef would an addition of 2 pdef

 

5 mdef will be a sub of 3

 

Etc ...

 

Written from phone without any code check.

Edited by Sdw
  • 0
Posted
env.mulValue(env.getCharacter().getLevelMod());

...

 

Well you seem to understand very well the part of i dont understand code that much, let alon eclipse.

Thanks anyway.

  • 0
Posted (edited)

I don't have interlude nor I know which pack you use. However just seeing the way pdef is calculated it feels pretty much old as fuck.

 

Basically each char template have base value for their inventory slots when they are naked. When you put an item, the item pdef overrides the default value.

 

Seems like those value are fixed in your code and lazy to check if they are any correct.

 

But basically when you don't have gloves and put gloves with 8 pdef it shouldn't change at all, cause the code substract the 8 base value of gloves slot.

 

Without any modifier ( level mod here : 89 + level / 100) :

 

10 pdef would an addition of 2 pdef

 

5 mdef will be a sub of 3

 

Etc ...

 

Written from phone without any code check.

That dont happen, because there are no gloves with +8  the small i got is +9 , the subtraction is 8, that gives you +1.

Thats what i told in the previus posts.

 

 level mod here : 89 + level / 100  . what is this?

 

The pack dont matter. 

Try and see in the current L2 you ahve then.

Charcter lvl 5 human zero skills

Check Pdef in stats, then equip short gloves (+9 Pdef)

See what happens, if the Pdef rises at least that 9. or less.

Edited by ali3npt
  • 0
Posted

It won't raise by 9 cause we removed 8 but by one mul by the level mod which is the formula I gave you.

 

The pack I used doesn't use the standard l2j stats, I won't bother checking.

  • 0
Posted (edited)

It won't raise by 9 cause we removed 8 but by one mul by the level mod which is the formula I gave you.

 

The pack I used doesn't use the standard l2j stats, I won't bother checking.

Yes it subtract always small bits in difrent parts of equipment, in this case the gloves is -8

I already told that.

and i also told that i changed that values to 0

and already gives almost all the stat of the glove. gives +8 instead of 9

still discount something somewhere else.

 

And that is the only part where i am stuck. what other places/files are that are related to this.

Is the only thing i am asking.

 

 

In L2Character.java there is this: (similar to what you wrote above) it gives the same resoult, here the difrence is he sub -11 from 100 that gives the 89 you have there, then divid it by 100. 

Its the same.

(still dont get the logic for this to exist in the first place but anyway.)

 

 

	public double getLevelMod()
	{
		return (100.0 - 11 + getLevel()) / 100.0;
	}

The result of this, well appears so.

Is in the current level i am it gives 0.94, this means a negative valeu i think

and if i rise some levels, this numeber will rise as well.

That explains in some cases, when you are higher level and equip stuff, instead of giving less, gives more.

But its just a premature opinion. dont exactly think this is it.

Edited by ali3npt
  • 0
Posted

As Tryskell mentioned at end of your formula, the calculated pdef is multiplied by level mod

 

Level mod formula is 89 + level / 100

 

So for your level 5 char it's 0.94 which explains it. 1 * 0.94 with int cast won't show +1 cause you got 0.94 more pdef, not even 1

  • 0
Posted (edited)

So if i understude correctly this:
 

	public double getLevelMod()
	{
		return (100.0 - 11 + getLevel()) / 100.0;
	}

Is the thing that also modifies the P.def being added to the charcter?
so, to avoind all this, i just need to remove the getLevelMod()
for the line:

env.mulValue(env.getCharacter().getLevelMod());

staying like this:
 

env.mulValue(env.getCharacter());

?

Plus the 0's the sub values here?
 

			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
				env.subValue(12);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) != null)
				env.subValue((hasMagePDef) ? 15 : 31);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null)
				env.subValue((hasMagePDef) ? 8 : 18);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
				env.subValue(8);
			if (player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
				env.subValue(7);
Edited by ali3npt
  • 0
Posted (edited)

Well problem is, that, after i test that, i notice that when rising level you wont win additional Def with your level.

Edited by ali3npt
  • 0
Posted (edited)

I opted by removing the -11.
and put zeros in the subtractions.

This ways values never go down always up, and the more you are higher in level, the value from equiped items rises more than it gives, related to skills and level,
That fits better my intetions.

Thank you all for your help.

Edited by ali3npt

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