Bug Incorrect total noncombat rate when dancing around the 25% cap

xKiv

Active member
Code:
type source Combat Rate Underwater Combat Rate
Item portable cassette player +5.00=*+5.00
Item monster bait +5.00=*+10.00
Effect Hippy Stench +5.00=*+15.00
Effect Musk of the Moose +5.00=*+20.00
Effect Carlweather's Cantata of Confrontation +5.00=*+25.00
Familiar Jumpsuited Hound Dog +4.00=*+26.00
Ballroom quartet -5.00=*+25.00

But pvp info stall says I have -24 noncombat rate.
The hound dog is 27 pounds, so the +4 is correct.

I think the correct calculation would first sum the individual parts (5+5+5+5+5+4-5=24) and *then* apply the cap.
I suspect mafia tries applying them one by one, capping and rounding after each?
(maybe it would be enough to just not round?)

Adding ass-stompers of violence gives 5/10/15/20/25/26/(+ hound dog =)27/(- quarter =)26; kol (via info booth) says -25.
Adding dungeon fist gauntlet predictably increases mafia's results to 5/10/15/20/25/26/27/28/27; info booth says -26.

Now trying with noncombat ...
Code:
Item Xiblaxian stealth cowl -5.00 =*-5.00
Item camouflage T-shirt -5.00 =*-10.00
Item Xiblaxian stealth trousers -5.00 =*-15.00
Effect Smooth Movements -5.00 =*-20.00
Effect The Sonata of Sneakiness -5.00=*-25.00
Familiar Jumpsuited Hound Dog +4.00 =*-21.00
Ballroomquartet -5.00 =*-26.00
Info booths says +25 noncbombat.

Adding fuzzy slippers of hatred: mafia says -27 combat rate, info booth says +26 noncombat.

--
Of course, I don't know if kol actually uses the (rounded) value that it shows in info booth, or if it uses, say (the last example) +26.8 noncombat, in which case mafia's -27 combat would be closer to reality than info booth's 26 noncombat.
(But I don't think kol is showing "rounded" value for the first case, when the result is only 24)
 

heeheehee

Developer
Staff member
But pvp info stall says I have -24 noncombat rate.
The hound dog is 27 pounds, so the +4 is correct.

I think the correct calculation would first sum the individual parts (5+5+5+5+5+4-5=24) and *then* apply the cap.
I suspect mafia tries applying them one by one, capping and rounding after each?
(maybe it would be enough to just not round?)
xKiv: that's actually what Mafia does. I suspect it's partly a matter of using Math.ceil instead of Math.floor, and partly a matter of assuming that all +/- combat rate modifiers are multiples of 5%.

I'm not sure how to fix that, or whether removing the rounding is "correct". KoL probably just casts these values to integers.
 
Top