Issue information

Issue ID
#5616
Status
Working as Intended
Severity
None
Started
Hercules Elf Bot
Apr 24, 2012 9:04
Last Post
Hercules Elf Bot
May 18, 2012 11:45
Confirmation
Yes (1)
No (2)

Hercules Elf Bot - Apr 24, 2012 9:04

Originally posted by [b]sizenine[/b]
after my recent svn update (15705 -> 15946), my players reported that it was no longer possible to get 100% hit to work on monsters even when exceeding the necessary hit by hundreds.

here's an example of me testing it with jejeling monster on a fresh checkout of r15950 with no mods:
[img]http://i.minus.com/ih4qeM5ItDqvh.png[/img]

according to RMS, you only need 220 hit to not miss completely:
[url="http://ratemyserver.net/index.php?mob_name=jejeling&page=mob_db&f=1&mob_search=Search"]http://ratemyserver.net/index.php?mob_name=jejeling&page=mob_db&f=1&mob_search=Search[/url]

This post has been edited by sizenine on Apr 24, 2012 9:05

Hercules Elf Bot - Apr 24, 2012 9:20

Originally posted by [b]Poseid0n[/b]
Hello,

Ratemyserver is wrong with the calculation of flee and hit.

Now, if hit from attacker is equal to flee from defencer, you are 1 % chance to hit the targer. For each point on hit more than flee, you win 1 % chance.

Here, your Jeleling has a flee around 220 (Base 100 + 100 agi + (100 dex / 10) + (30 luk / 3). So, for touch it with 100 %, you need to have 220 + 100 --> 320 hit. Your character has only 314 hit, it is normal, you touch at 96 %.

Poseidon

Ps : On ratemyserver, just add 100 to the number "hit" for have the real hit rate you need.

This post has been edited by Poseid0n on Apr 24, 2012 9:22

Hercules Elf Bot - Apr 24, 2012 10:05

Originally posted by [b]sizenine[/b]
But with the 314 hit, I was not even close to hittting 96%. I missed most of my attacks (it seemed like 5% chance hit). Now I'm testing with 380 hit, but it is still not 100% hit. My level is equal to the monster too (both are level 100).

Is there a chart for this on iRO wiki?

This post has been edited by sizenine on Apr 24, 2012 10:16

Hercules Elf Bot - Apr 24, 2012 12:26

Originally posted by [b]Angezerus[/b]
[url="http://sourceforge.net/apps/trac/rathena/changeset/15721"]r15721[/url]

There was a problem in the dodge calculation. Hit was waaay too much because of a redundant bonus on hit's part in the dodge calculation.
[url="http://rathena.org/board/tracker/issue-5304-problem-with-flee/"]http://rathena.org/board/tracker/issue-5304-problem-with-flee/[/url]

It is now working perfectly on our server. Didn't you tweak your server to fight the above mentioned issue?

This post has been edited by Angezerus on Apr 24, 2012 12:28

Hercules Elf Bot - Apr 24, 2012 15:10

Originally posted by [b]MarkZD[/b]
------------------
Edited.

This post has been edited by MarkZD on Apr 24, 2012 15:11

Hercules Elf Bot - Apr 25, 2012 0:31

Originally posted by [b]sizenine[/b]
[quote name='Angezerus' timestamp='1335270401' post='8548']
[url="http://sourceforge.net/apps/trac/rathena/changeset/15721"]r15721[/url]There was a problem in the dodge calculation. Hit was waaay too much because of a redundant bonus on hit's part in the dodge calculation.[url="http://rathena.org/board/tracker/issue-5304-problem-with-flee/"]http://rathena.org/b...blem-with-flee/[/url]It is now working perfectly on our server. Didn't you tweak your server to fight the above mentioned issue?
[/quote]

tweak what? i mentioned that i was using the latest svn with no mods.

Hercules Elf Bot - Apr 25, 2012 8:09

Originally posted by [b]Angezerus[/b]
[quote name='sizenine' timestamp='1335313916' post='8564']
[quote name='Angezerus' timestamp='1335270401' post='8548'][url="http://sourceforge.net/apps/trac/rathena/changeset/15721"]r15721[/url]There was a problem in the dodge calculation. Hit was waaay too much because of a redundant bonus on hit's part in the dodge calculation.[url="http://rathena.org/board/tracker/issue-5304-problem-with-flee/"]http://rathena.org/b...blem-with-flee/[/url]It is now working perfectly on our server. Didn't you tweak your server to fight the above mentioned issue?[/quote] tweak what? i mentioned that i was using the latest svn with no mods.
[/quote]

I ment server configs.

Hercules Elf Bot - Apr 25, 2012 8:11

Originally posted by [b]Angezerus[/b]
Hah! I know! Dude, you have 34 atk... and jejeling has 30 soft def and 100 status def... That's why you miss. Your akt is negated. :D Probably your players complaining because they are used to the "low dex is enough" situation and with the fix it has changed. :)

This post has been edited by Angezerus on Apr 25, 2012 8:15

Hercules Elf Bot - Apr 25, 2012 9:46

Originally posted by [b]sizenine[/b]
Actually no, adding STR didn't help. But what Poseid0n said above works:

[quote]Now, if hit from attacker is equal to flee from defencer, you are 1 % chance to hit the targer. For each point on hit more than flee, you win 1 % chance.[/quote]

With this renewal formula:
[color=#000000][font=sans-serif][size=3]Flee = 100 + Level + AGI + (LUK / 5)[/size][/font][/color]

[color=#000000][font=sans-serif][size=3]So the Jejeling's true flee is actually 100 + 100 + 100 + 6 = 306

Then I applied what Poseid0n mentioned above so which means that the required hit to not miss would be 306 + 100 = 406 hit. I tested it and 406 hit does give 100% hit, but is this correct behavior?[/size][/font][/color]

This post has been edited by sizenine on Apr 25, 2012 9:50

Hercules Elf Bot - Apr 26, 2012 8:04

Originally posted by [b]Angezerus[/b]
First of all, monsters don't use luk in the hit/flee calculation (At least they shouldn't... Just check it with any mob on [url="http://db.irowiki.org/"]http://db.irowiki.org[/url]. Use the formula below to calculate it's flee, then add 100 to get the hit needed to hit 100%).
Calculations for monsters:
Flee = 100 + Level + AGI
Hit= 175 + Level + DEX

I would say it seems normal to barely hit a lvl100 +100agi monster with a lvl 99 + 40 dex character
With 99 dex + 99 blvl you should get about 73% hit ratio (that's because in the calculation hit gets 75 more points than flee)

The formulas for players:
Hit : 175 + blvl + dex + floor(luk/3) + bonuses
Flee: 100 + blvl + agi + floor(luk/5) + bonuses

Dodge ratio%: 100% - (Attacker's_hit - Defender's_flee)

So I think this is working as intended

This post has been edited by Angezerus on Apr 26, 2012 8:06

Hercules Elf Bot - Apr 26, 2012 8:33

Originally posted by [b]sizenine[/b]
I think you're misunderstanding my previous post. I'm saying that the following procedures actually "work" to calculate the amount of HIT needed to achieve 100% hit on a monster:
[quote name='sizenine' timestamp='1335347208' post='8585']
[quote]Now, if hit from attacker is equal to flee from defencer, you are 1 % chance to hit the targer. For each point on hit more than flee, you win 1 % chance.[/quote]
With this renewal formula:
[color=#000000][font=sans-serif][size=3]Flee = 100 + Level + AGI + (LUK / 5)[/size][/font][/color]

[color=#000000][font=sans-serif][size=3]So the Jejeling's true flee is actually 100 + 100 + 100 + 6 = 306[/size][/font][/color]

[color=#000000][font=sans-serif][size=3]Then I applied what Poseid0n mentioned above so which means that the required hit to not miss would be 306 + 100 = 406 hit.[/size][/font][/color]

[color=#000000][font=sans-serif][size=3]I tested it and 406 hit does give 100% hit (no misses), but is this correct behavior?[/size][/font][/color]
[/quote]

I'm not saying whether the formulas above are correct/intended, but I'm saying that it is what "works" to calculate the required HIT to not miss the monster at all. Like I said, I tested on my server that the calculation of 406 Hit gave me 100% hit (zero misses). But when I dropped the hit to 405, it would have a small 1% chance of missing.

This post has been edited by sizenine on Apr 26, 2012 8:37

Hercules Elf Bot - Apr 29, 2012 12:36

Originally posted by [b]Angezerus[/b]
[quote name='sizenine' timestamp='1335429213' post='8630']
I think you're misunderstanding my previous post. I'm saying that the following procedures actually "work" to calculate the amount of HIT needed to achieve 100% hit on a monster:[quote name='sizenine' timestamp='1335347208' post='8585'][quote]Now, if hit from attacker is equal to flee from defencer, you are 1 % chance to hit the targer. For each point on hit more than flee, you win 1 % chance.[/quote]With this renewal formula:[color=#000000][font=sans-serif][size=3]Flee = 100 + Level + AGI + (LUK / 5)[/size][/font][/color][color=#000000][font=sans-serif][size=3]So the Jejeling's true flee is actually 100 + 100 + 100 + 6 = 306[/size][/font][/color][color=#000000][font=sans-serif][size=3]Then I applied what Poseid0n mentioned above so which means that the required hit to not miss would be 306 + 100 = 406 hit.[/size][/font][/color][color=#000000][font=sans-serif][size=3]I tested it and 406 hit does give 100% hit (no misses), but is this correct behavior?[/size][/font][/color][/quote]I'm not saying whether the formulas above are correct/intended, but I'm saying that it is what "works" to calculate the required HIT to not miss the monster at all. Like I said, I tested on my server that the calculation of 406 Hit gave me 100% hit (zero misses). But when I dropped the hit to 405, it would have a small 1% chance of missing.
[/quote]

I know what is the formula although it shouldn't use luk in monster calculations. But that's almost nothing. I wrote that this is working as intended, because the currently used (official) formula describes the game's behaviour perfectly and it is the same on officials (except for luk).

So it is working as intended = what you reported is not a bug :)

The only problem is that ratemyserver's lists are incorrect. Use db.irowiki.org instead. (jejeling is missing for some reason but other monsters are described perfectly)

This post has been edited by Angezerus on Apr 29, 2012 12:41

Hercules Elf Bot - Apr 29, 2012 15:39

Originally posted by [b]Vali[/b]
This is happening. This become from the first fix of http://rathena.org/board/tracker/issue-5304-problem-with-flee/. If the http://sourceforge.net/apps/trac/rathena/changeset/15704 is reverted the flee and the hit will work correctly. Tested in my server and works perfect.

Vali~

Hercules Elf Bot - Apr 30, 2012 9:17

Originally posted by [b]Angezerus[/b]
Reverted? If you revert it, then we are on the same spot as before... Flee is worthless because hit is overpowered.... Agi /flee casses will not be able to evade anything even with 99 agi. Currently it is working perfectly on our server with [url="http://sourceforge.net/apps/trac/rathena/changeset/15704"]r15704[/url] and [url="http://sourceforge.net/apps/trac/rathena/changeset/15721"]r15721[/url].

Jejeling is a level 100 event monster with 100 agi.... It makes sense to me to miss it with moderate dex, without equips. Try other monsters. There is absolutely no prolem there...

Hercules Elf Bot - Apr 30, 2012 9:34

Originally posted by [b]Vali[/b]
They only must revert 15704. The one that really fix the flee problem is 15721. 15704 is giving more flee to the monsters that is causing the hit not work correctly.

Hercules Elf Bot - Apr 30, 2012 10:07

Originally posted by [b]sizenine[/b]
[quote name='Angezerus' timestamp='1335777457' post='8768']
Reverted? If you revert it, then we are on the same spot as before... Flee is worthless because hit is overpowered.... Agi /flee casses will not be able to evade anything even with 99 agi. Currently it is working perfectly on our server with [url="http://sourceforge.net/apps/trac/rathena/changeset/15704"]r15704[/url] and [url="http://sourceforge.net/apps/trac/rathena/changeset/15721"]r15721[/url].Jejeling is a level 100 event monster with 100 agi.... It makes sense to me to miss it with moderate dex, without equips. Try other monsters. There is absolutely no prolem there...
[/quote]

Jejeling is just an example that I used to test the bug with, I've noticed it on all monsters....

Hercules Elf Bot - Apr 30, 2012 13:37

Originally posted by [b]Angezerus[/b]
Ok, here is some test data with Assaulter (lvl 100 monster with 92 agi, the closest to jejeling):


[b]Currently on rA (luk part does not affect flee in the database's data):[/b]
Monster's flee:
100 + blvl + agi + floor(luk/5) = 100 + 100 + 92 + 3 = 295 (292 without luk)
Required hit to make 100% hit rate:
Defender's flee + 100 = 295 (292) + 100 = 395 (392 without monster's luk)

[b]iRo db Description (Assaulter):[/b]
100% Hit: 392
[url="http://db.irowiki.org/db/monster-info/1315/"]http://db.irowiki.org/db/monster-info/1315/[/url]

[b][u]Test from another perspective :[/u][/b]

[b]iRo Stat calculator result:[/b]
lvl 99 assax, no passive skills, jlvl 1, with 1 str, 99 + 1 agi, 99 vit, 40 dex, 1 int, 1 luk, no equip or buff versus Assaulter using basic attack

(Stat calc uses luk in monster flee calc)

[url="http://calc.irowiki.org/"]http://calc.irowiki.org/[/url]
Player's hit: 314
Hit Ratio: 19%


[b]Currently on rAthena (tested with GM + calculated on paper = same result):[/b]

Monster's flee from above: 295
Player's hit: 314
Monster's dodge rate%: 100% - (attacker's hit - defender's flee)= 100% - (314 - 295) = 81%
=> Player's hit rate = 19%

GM tested: same setup sura as the assax above, but adjusted dex to achieve 394 hit: barely misses. Upon achieveing 395 hit: absolutetly no miss.

[b]Conclusion: flee/hit/dodge system is working_as_intended..... [/b]
:)

This post has been edited by Angezerus on May 2, 2012 9:04

Hercules Elf Bot - May 2, 2012 2:20

Originally posted by [b]Ind[/b]
Angezerus, Vali, Poseid0n and sizenine thank you all for being so helpful, we really appreciate it.