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Fixed #1352. Implemented correct death stare algorithm.
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@ -114,6 +114,7 @@
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"deathStare" :
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{
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"type" : "DEATH_STARE",
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"subtype" : 0,
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"val" : 10
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}
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},
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@ -5332,9 +5332,9 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
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{
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// mechanics of Death Stare as in H3:
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// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
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// maximum amount that can be killed is ( gorgons_count / 10 ), rounded up
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//original formula x = min(x, (gorgons_count + 9)/10);
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double chanceToKill = double(attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0)) / 100;
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double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
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vstd::amin(chanceToKill, 1); //cap at 100%
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std::binomial_distribution<> distr(attacker->count, chanceToKill);
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@ -5342,7 +5342,8 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
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int staredCreatures = distr(rng);
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int maxToKill = (attacker->count * chanceToKill + 99) / 100;
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double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
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int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
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vstd::amin(staredCreatures, maxToKill);
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staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa[0].stackAttacked)->level();
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