Hi.
I'm looking for the vanilla rage gaining formulae when dealing white hits. Does somebody have it here ?
Thank you.
if (hit_outcome == ATTACK_CRIT)
weaponSpeedHitFactor = weapon_speed * 7;
else
weaponSpeedHitFactor = weapon_speed * 3.5;
rageconversion = ((0.0091107836 * 60 * 60) + 3.225598133 * 60) + 4.2652911;
RAGE GENERATED = ((damage/rageconversion * 7.5 + weaponSpeedHitFactor) / 2.0);
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if (hit_outcome == ATTACK_CRIT)
weaponSpeedHitFactor = weapon_speed * 7;
else
weaponSpeedHitFactor = weapon_speed * 3.5;
rageconversion = ((0.0091107836 * level * level) + 3.225598133 * level) + 4.2652911;
RAGE GENERATED = ((damage/rageconversion * 7.5 + weaponSpeedHitFactor) / 2.0);
if (hit_outcome == ATTACK_CRIT)
weaponSpeedHitFactor = weapon_speed * 3.5;
else
weaponSpeedHitFactor = weapon_speed * 1.75;
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Being Hit
Being hit by a physical attack generates rage based on damage taken.
Attacks that are blocked/parried/dodged also generate rage.
The algorithm for rage gained from damage taken is:
Enemy Level * 1.5 = 1 Rage
For example, at level 60 it takes 90 damage to generate 1 rage versus a level 60 opponent, while it takes 45 damage to generate 1 rage versus a level 30 opponent.
Dealing Melee Damage to Enemies
The formula for rage gained from damage dealt is:
Current Level * 0.5 = 1 Rage
For example, at level 60 it takes 30 damage to generate 1 rage.
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Misa wrote:Eh, I wasn't far off. It's only a little different in Vanilla. Guess I had old Mangos code.
https://github.com/mangoszero/server/bl ... .cpp#L1830
Here is how current stable MangosZero handles rage. Only the weaponspeedhitfactor is missing.