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Bazinga KO ROFD v1534 - Inspired by SexyKO Model | OFFICIAL:22/10/2016 (8 PM GMT+2)

This is a discussion on Bazinga KO ROFD v1534 - Inspired by SexyKO Model | OFFICIAL:22/10/2016 (8 PM GMT+2) within the Private Servers forums, part of the Knight Online (ko4life.com) category; I'm really liking this server....
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  1. #661
    Forever Alone Senior Member ilterates's Avatar
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    I'm really liking this server.

  2. #662
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    Quote Originally Posted by stimpy View Post
    Its proly some random kid who got owned,the dd is fine,im a sin and a rather geared one,and i still hit ppl with dd rather low,i dont get it how u get hitted 1.3k with a dd,unless you are a paper bp,cuz i hit those for like 1.1/1.2k ish,thats w/o a shield.
    I dont usually respond to this kind of nonsense post but in this case I will. Lets take it for a fact that sheldon didnt invented the wheel, the Koreans did and along with it they put out a formula that did worked for quite some time to balance out the classes with all kind of builds, including paper builds. With that said the formula that Sheldon shaped out for his server is a different one than the original one. That's why there is and unbalance between the classes. But besides that is a PSKO not the retail version every PSKO is using the same data skills that cant be edited and correct me if I'm wrong on that. So I just wait for another flavor to open up and play it, and if I like it I stay and donate to keep it alive.

  3. #663
    SEXIEST NOSE ON EARTH Senior Member SheldonCooper's Avatar
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    Quote Originally Posted by bacardi 151 View Post
    I dont usually respond to this kind of nonsense post but in this case I will. Lets take it for a fact that sheldon didnt invented the wheel, the Koreans did and along with it they put out a formula that did worked for quite some time to balance out the classes with all kind of builds, including paper builds. With that said the formula that Sheldon shaped out for his server is a different one than the original one. That's why there is and unbalance between the classes. But besides that is a PSKO not the retail version every PSKO is using the same data skills that cant be edited and correct me if I'm wrong on that. So I just wait for another flavor to open up and play it, and if I like it I stay and donate to keep it alive.
    Completely wrong, the original formula was wrong. People could stack up shields 48 DD on original servers, 25 and even +9/40 DDs. That was a failure in formula because at that time they didn't understand yet what each class is fully capable of when mastered and how it's gonna influent the ingame mechanics if everyone are above average players as this is what KO has come to, nowadays. I can delete all dds and dd shields ingame as of this moment and make them completely randomly droping at 0,5% chance as it was on original server if you'd prefer that better? I highly doubt. If i had that setup from start, you would have quit instantly complaining even more cause you wouldn't event have those basic DD stuff that are now droping instantly. Take a look at OSKO, it's same there DDs are deleted and that's how it should be. I remember playing older private servers that were farm myko and had +6/25 dds droping. On a 1 month old server a +6/25dd or a shield 40+ DD was available easily on markets. And sins basicaly quited playing cause every single noob stacked that up and 6 assasins couldn't kill it.

    Kind regards !

  4. #664
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    Quote Originally Posted by bacardi 151 View Post
    But besides that is a PSKO not the retail version every PSKO is using the same data skills that cant be edited and correct me if I'm wrong on that.
    They can be, with the exception of stuns (since that's a hardcoded client check).

  5. #665
    Senior Member Ching's Avatar
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    great server

  6. #666
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    Quote Originally Posted by twostars View Post
    They can be, with the exception of stuns (since that's a hardcoded client check).
    However, since it is hard-coded with a formula, server owners can always use of this to their advantage by manipulating items to balance out the rates.

  7. #667
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    Quote Originally Posted by ReesesPieces View Post
    However, since it is hard-coded with a formula, server owners can always use of this to their advantage by manipulating items to balance out the rates.
    Yeah, but what I meant was you can't adjust stun rates on a skill-by-skill basis. You can only adjust the frequency of stuns overall by having better/worse lightning resistance, which has really nothing to do with any specific skills (unless you want to start adding resistance buffs to skills to attempt to counter them, but meh -- that's insanely hacky, and would screw with the lightning-based skill damage as well).

  8. #668
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    Twostars

    What about the cancellation rate, for example priest and mages casting skills. Can that be adjusted?

  9. #669
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    SuccessRate column in the tables. So.. I would assume yes.

  10. #670
    Senior Member bigdudle's Avatar
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    Quote Originally Posted by ReesesPieces View Post
    SuccessRate column in the tables. So.. I would assume yes.
    Nothing to do with that.

  11. #671
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    It is factored into the formula.. so yes.

  12. #672
    SEXIEST NOSE ON EARTH Senior Member SheldonCooper's Avatar
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    Everything can be edited, some db side some ebenezer side, some client side :P

  13. #673
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    Quote Originally Posted by ReesesPieces View Post
    SuccessRate column in the tables. So.. I would assume yes.
    Um, if you're referring to stun rates (and not weapon cancellations) then no it isn't part of the formula.
    Code:
    void CMagicSkillMng::StunMySelf(__TABLE_UPC_SKILL_TYPE_3* pType3)
    {
    	if(pType3->iAttribute!=3) return;
    
    	int sample = rand()%101;
    
    	__InfoPlayerMySelf* pInfoExt = &(s_pPlayer->m_InfoExt);
    
    	float Regist = (float)(pInfoExt->iRegistLight + pInfoExt->iRegistLight_Delta);
    	if(Regist>80.0f) Regist = 80.0f;
    
    	float Prob = (30.0f+(40.0f-( 40.0f*(Regist/80.0f) )));
    
    	if(sample < (int)Prob) //...
    	{
    		m_pGameProcMain->CommandSitDown(false, false); //  .
    		s_pPlayer->Stun(STUN_TIME);
    	}
    }
    (it's the same in 1.298, and even 2.0xx)
    The only thing that affects it is the lightning resistance (or "Regist"). Notice you can't even configure the stun time; it's hardcoded too.

    So again, anything else except stuns can be configured.

  14. #674
    Senior Member Rainmaker's Avatar
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    So, changing

    Code:
        int sample = rand()%101;
    to
    Code:
        int sample = rand()%202;
    would reduce the stun rates by 50%, right?

  15. #675
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    Quote Originally Posted by Rainmaker View Post
    So, changing

    Code:
        int sample = rand()%101;
    to
    Code:
        int sample = rand()%202;
    would reduce the stun rates by 50%, right?
    Before:
    Code:
    Resist  Stuns   Percentage
    0       69373   69.373001%
    1       68559   68.559006%
    2       68128   68.127998%
    3       67487   67.487000%
    4       67312   67.312004%
    5       66296   66.295998%
    6       66275   66.275002%
    7       65376   65.375999%
    8       65404   65.403999%
    9       64476   64.475998%
    10      64717   64.717003%
    11      63578   63.577999%
    12      63599   63.599003%
    13      62334   62.334000%
    14      62219   62.219002%
    15      61464   61.464001%
    16      61366   61.365997%
    17      60218   60.218002%
    18      60359   60.359001%
    19      59620   59.619999%
    20      59496   59.495998%
    21      58583   58.582996%
    22      58496   58.495998%
    23      57282   57.282001%
    24      57564   57.564003%
    25      56454   56.454002%
    26      56556   56.556000%
    27      55579   55.579002%
    28      55345   55.344997%
    29      54365   54.364998%
    30      54427   54.426998%
    31      53607   53.606998%
    32      53524   53.523998%
    33      52751   52.750999%
    34      52497   52.496998%
    35      51637   51.637001%
    36      51380   51.380001%
    37      50761   50.761002%
    38      50526   50.526001%
    39      49582   49.581997%
    40      49534   49.534000%
    41      48641   48.640999%
    42      48832   48.832001%
    43      47678   47.678001%
    44      47644   47.644001%
    45      46760   46.759998%
    46      46698   46.698002%
    47      45490   45.489998%
    48      45420   45.419998%
    49      44421   44.420998%
    50      44868   44.868000%
    51      43610   43.610001%
    52      43629   43.628998%
    53      42596   42.596001%
    54      42583   42.583000%
    55      41765   41.765003%
    56      41599   41.598999%
    57      40494   40.493999%
    58      40471   40.471001%
    59      39677   39.677002%
    60      39586   39.585999%
    61      38979   38.979000%
    62      38757   38.757000%
    63      37785   37.785000%
    64      37680   37.680000%
    65      36748   36.748001%
    66      36751   36.750999%
    67      35873   35.872997%
    68      35755   35.755001%
    69      34836   34.835999%
    70      34903   34.903000%
    71      33381   33.381001%
    72      33982   33.981998%
    73      32621   32.620998%
    74      32541   32.541000%
    75      31857   31.856998%
    76      31378   31.378000%
    77      30761   30.761000%
    78      30651   30.651001%
    79      29913   29.913000%
    80      29754   29.754002%
    Press any key to continue . . .
    After:
    Code:
    Resist  Stuns   Percentage
    0       34639   34.639000%
    1       34072   34.071999%
    2       34153   34.153000%
    3       33849   33.848999%
    4       34006   34.006001%
    5       33161   33.160999%
    6       33291   33.291000%
    7       32914   32.914001%
    8       32646   32.646000%
    9       32287   32.286999%
    10      32540   32.540001%
    11      31851   31.851000%
    12      31781   31.781000%
    13      31062   31.062000%
    14      31200   31.200001%
    15      30950   30.950001%
    16      30928   30.928001%
    17      30348   30.348000%
    18      30365   30.365000%
    19      29781   29.780998%
    20      29912   29.912001%
    21      29437   29.437000%
    22      29335   29.335001%
    23      28763   28.762999%
    24      28730   28.730000%
    25      28224   28.224001%
    26      28228   28.228001%
    27      27789   27.789000%
    28      27542   27.542002%
    29      27298   27.298000%
    30      27197   27.197001%
    31      26785   26.785002%
    32      26806   26.806000%
    33      26362   26.362000%
    34      26385   26.385000%
    35      25820   25.820000%
    36      25626   25.626001%
    37      25314   25.314001%
    38      25373   25.372999%
    39      24730   24.730000%
    40      24869   24.868999%
    41      24234   24.233999%
    42      24161   24.161001%
    43      23757   23.757000%
    44      24161   24.161001%
    45      23351   23.351000%
    46      23211   23.210999%
    47      22739   22.739000%
    48      22753   22.753000%
    49      22315   22.315001%
    50      22437   22.437000%
    51      21925   21.924999%
    52      22040   22.040001%
    53      21434   21.434000%
    54      21510   21.510000%
    55      20850   20.850000%
    56      20767   20.767000%
    57      20376   20.375999%
    58      20328   20.328001%
    59      19760   19.760000%
    60      19809   19.809000%
    61      19483   19.483000%
    62      19637   19.637001%
    63      18933   18.933001%
    64      18770   18.770000%
    65      18253   18.253000%
    66      18449   18.448999%
    67      18113   18.113001%
    68      17942   17.941999%
    69      17483   17.483000%
    70      17640   17.640001%
    71      16712   16.712000%
    72      17202   17.202000%
    73      16320   16.320000%
    74      16526   16.526001%
    75      15880   15.880001%
    76      15857   15.857000%
    77      15399   15.399000%
    78      15376   15.376000%
    79      15110   15.110000%
    80      14976   14.975999%
    Press any key to continue . . .
    Sample code:
    Code:
    #include "stdafx.h"
    #include <stdlib.h>
    
    bool AttemptStun(int resist)
    {
    	int sample = rand() % 101;
    
    	float Regist = (float) resist;
    	if (Regist>80.0f) Regist = 80.0f;
    
    	float Prob = (30.0f + (40.0f - (40.0f*(Regist / 80.0f))));
    
    	return (sample < (int) Prob);
    }
    
    int main(int argc, char ** argv)
    {
    	const int Attempts = 100000;
    	printf("Resist\tStuns\tPercentage\n");
    	for (int i = 0; i <= 80; i++)
    	{
    		int stuns = 0;
    		for (int n = 0; n < Attempts; n++)
    		{
    			if (AttemptStun(i))
    				++stuns;
    		}
    
    		printf("%d\t%d\t%f%%\n", i, stuns, ((float)stuns / (float)Attempts) * 100.0f);
    	}
    
    	return 0;
    }
    Thread's probably derailed enough though.
    Last edited by twostars; 07-17-2014 at 08:54 PM. Reason: That comment was disturbing me.
    Rainmaker likes this.

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