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Old 03-31-2011, 10:31 PM
weald weald is offline
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Quote:
Originally Posted by mwatt [You must be logged in to view images. Log in or Register.]
Weald,

Just a bit before Kunark launch the resist modifiers on many spells were adjusted to classic levels as determined by searches of internet archives. Some Druid "insect" type spells were adjusted from the default EQEmu values of "-100" to something like "25", if I remember correctly. This caused a bunch of us to respond saying it was a mistake, but Uthgaard provided a link as proof. He is right, the classic values are not "-100" - they must have been changed at some later point. (heheh, maybe as a hack because they had a hard time tuning their magic system, who knows?)

In any event these adjustments (and the others alluded to), while correct for classic live and therefore correct for our server, are part of an overall magic system which of course includes code. The code for this server is a modified version of what people approximated classic EQ code to be like at some point post classic. So the resist adjustments are not necessarily in tune with the code base. This appears to be one of the factors in the "excessive resist" scenario. There may well be others - I am not a P99 dev, and I'm guessing at even this much.

Bottom line is that the resist adjustment for your Druid insect spells are correctly matching what was on Live during the classic era, though the live values since around 2003 or so (from what I can tell) are more lenient for the player.
Thanks mwatt, it seems excessive nonetheless, but as long as it's accurate then I have no qualm with the issue.
Last edited by weald; 03-31-2011 at 10:34 PM..
  #2  
Old 04-01-2011, 01:06 AM
Splorf22 Splorf22 is offline
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Why aren't you guys just logging resist/partial resist/no resist for every spell cast? Then you could parse the log and determine exact resist rates for whatever combination of mobs, players, zones, levels, whatever. I think a big part of your problem here is that we players as humans aren't very good at separating bugs from just bad luck, but if you have a log you can be very precise.

I imagine 500 casters in game on averge X 1 spell every 30 seconds X 200 bytes / message X 24 hours of logging. Should be less than a 1TB log unless I dropped a zero somewhere, and take 30 minutes to implement (although it would require a server reset I guess).
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