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Old 04-15-2025, 01:40 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by charleski [You must be logged in to view images. Log in or Register.]
Maybe I wasn't clear enough in my first post. Average charm duration is completely meaningless.
This is incorrect. Looking at the EQEMU source code (The server code that P99 uses as it's base), it has the following comment for charm duration:

https://github.com/EQEmu/Server/blob...ells.cpp#L5542

Quote:
//Average charm duration agianst mobs with 0% chance to resist on LIVE is ~ 68 ticks.
I doubt the programmers who coded P99 are wrong about how the results of their code work, and if it can be averaged or not.

The reason why charm duration is still a normal distribition is because each tick simply rolls a dice to see if you succeed or fail the charm resist check. The dice roll success threshold is adjusted based on level difference and MR.

The reason why you see the highest charm rate in the first 30 seconds is probably related to the EQEMU comment for charisma checks. It says Charisma is used for the initial resist check only.

Here is the comment in the EQEMU code for charisma checks on spell resists:

https://github.com/EQEmu/Server/blob...ells.cpp#L5469

Quote:
/*
Charisma ONLY effects the initial resist check when charm is cast with 10 CHA = -1 Resist mod up to 255 CHA (min ~ 75 cha)
Charisma less than ~ 75 gives a postive modifier to resist checks at approximate ratio of -10 CHA = +6 Resist.
Mez spells do same initial resist check as a above.
Lull spells only check charisma if inital cast is resisted to see if mob will aggro, same modifier/cap as above.
Charisma DOES NOT extend charm durations.
Fear resist chance is given a -20 resist modifier if CHA is < 100, from 100-255 it progressively reduces the negative mod to 0.
Fears verse undead DO NOT apply a charisma modifer. (Note: unknown Base1 values defined in undead fears do not effect duration).
*/
Now P99 does have changes to the EQEMU code that are not in the github repo, so it's certainly possible things work a bit differently on P99. But it's good to see the thought process of the developers who worked on the code.

I did a weapon DPS calculator using the EQEMU codebase recently:

https://www.project1999.com/forums/s...0&postcount=41

And the results closely match P99 parses. This shows that the EQEMU code can still closely resemble the P99 code. They don't need to completely rework the EQEMU code for P99. I'd be willing to wager most of the P99 code changes in the P99 codebase are related to adjusting code/variables based on what patch the server is on. They probably don't have sweeping changes to the EQEMU base code.
Last edited by DeathsSilkyMist; 04-15-2025 at 02:10 PM..
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