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  #141  
Old 05-31-2011, 10:05 PM
Salty Salty is offline
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  #142  
Old 05-31-2011, 10:32 PM
PureLo PureLo is offline
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Kanras: thanks for responding a bit with the one aspect of the "aggro" change, but what about the proc rates. They are not generating the same as they were previously to this patch, so there may be something needing a fix. As also mentioned prior it isn't just the proc rates that were off, but the hate in which they generated as well were somehow altered. Thanks in advance!
  #143  
Old 06-01-2011, 04:20 AM
kanras kanras is offline
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Quote:
Originally Posted by PureLo [You must be logged in to view images. Log in or Register.]
Kanras: thanks for responding a bit with the one aspect of the "aggro" change, but what about the proc rates. They are not generating the same as they were previously to this patch, so there may be something needing a fix. As also mentioned prior it isn't just the proc rates that were off, but the hate in which they generated as well were somehow altered. Thanks in advance!
Nothing about hate amount per proc changed. Proc rates were fixed to replicate some well-documented rules established from heavy parsing in these two threads:

http://www.evilgamer.net/forums/showthread.php?t=58

http://www.thesteelwarrior.org/forum...hp/t-5351.html

Main points:

Quote:
For Main hand weapons:
105 DEX = 1 proc/min
205 DEX = 1.5 proc/min
305 DEX = 2 proc/min

For offhand weapons:
105 DEX = .5 proc/min
205 DEX = .75 proc/min
305 DEX = 1 proc/min
Quote:
combat rounds go like this:
primary proc chance OR secondary proc
buff proc OR other buff proc OR other buff proc
ToTC proc
swing
another swing if dual wield checks
another swing if triple attack checks
It's a little different here. Since our dex cap is 255, main hand proc rate scales from 0.5PPM @ 0 DEX -> 2.0PPM @ 255 DEX. The stock emu code that we were previously using would only increase the proc rate 0.5PPM across the 0->255 DEX range. It also was attempting to proc once per attack for the offhand, which was weird. Basically, make friends with a shaman.
  #144  
Old 06-01-2011, 08:56 AM
Aadill Aadill is offline
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Originally Posted by modiken [You must be logged in to view images. Log in or Register.]
Thank you for sharing. good work.
Spam bot or not I agree with this guy, Kanras. That's some damn fine info! I take that it means that it's fairly linear so your chances go up with each point of DEX?
  #145  
Old 06-01-2011, 10:14 AM
YendorLootmonkey YendorLootmonkey is offline
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Spam bot or not I agree with this guy, Kanras. That's some damn fine info! I take that it means that it's fairly linear so your chances go up with each point of DEX?
Shouldn't be. It was well known via parsing back in the day that incremental increases in DEX were useless for crit % and proc rate until you got to the next "plateau"
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  #146  
Old 06-01-2011, 10:17 AM
Aadill Aadill is offline
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Quote:
Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
Shouldn't be. It was well known via parsing back in the day that incremental increases in DEX were useless for crit % and proc rate until you got to the next "plateau"
My question, then, is it implemented that way? [You must be logged in to view images. Log in or Register.] Meaning was the scale implemented as a discrete mechanic or did they have an ever increasing percentage?
  #147  
Old 06-01-2011, 10:50 AM
Tenudil Tenudil is offline
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Kanras since you seem to be working on hate generated by melee attacks lately I was curious how much different the code on P1999 is from the standard emu code right now. I found a couple of threads that seem to have pretty good evidence/parses that show hate by regular melee attacks was simply (DB + base weapon damage) or DB + base weapon damage +1) for mainhand attacks and just base weapon damage or base weapon damage +1 for offhand attacks.

http://www.thesteelwarrior.org/forum...ead.php?t=3789
They use a shadownight spell with a known hate value and compare the number of swings to gain agro here. They don't actually come to the correct conclusion here because unknown to the parsers and hidden in a post half way through the thread the spell doesn't add hate when not in melee range. If you correct the number of casts of Terror of Terris with this information it comes very close to (DB + base weapon dmg) from above.


http://forums.station.sony.com/eq/po...opic_id=110464

Melee end up generating less hate per damage for the same reason that spell crits don't add hate. Hate is based on the base damage of the attack. Melee end up adding a massive amount of damage onto the base damage of the weapon with each hit, but the aggro they generate is based on that base weapon damage (and any base damage bonuses that apply).

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  #148  
Old 06-01-2011, 02:14 PM
PureLo PureLo is offline
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Seeing as those posts you are referring to came way after the 99/2000 period i don't see how they should be applied here. By that point gear and AA's were implemented that greatly affected the game mechanics differently aside from just expansions/patches.

Here there is no such thing and how is it now that there is any benefit to having the weapons that were removed by SoE/Verant of being great or high powered weapons such as the ringed mace of the ykesha, blade of the black dragon eye, and Rod of Mourning if they are all now just a generic weapon on the same scale as everything else?

I just don't see the point to this, because if you are going to go by the scales that happened way past the timeline we are going to reach here... then maybe implement the other mechanics such as Taunt actually working and other things to help counteract these futuristic changes for the sake of class balance. Besides it isn't fair to those who worked hard for or were fortunate enough to get weapons such as the ones listed prior if they are now just some standard weapon. Even a recent patch of this server showed that certain weapons were to generate more hate than others, this is proof of there being a "difference" between them amongst other weapons which should also include proc rates.
  #149  
Old 06-01-2011, 02:22 PM
Aadill Aadill is offline
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Originally Posted by PureLo [You must be logged in to view images. Log in or Register.]
then maybe implement the other mechanics such as Taunt actually working
I'm a ranger and tanked deep sebilis with a 500 pp weapon (Dragon yak) using taunt and flame lick. I think taunt works just fine. If you're referencing issues with melee damage and hate introduced by melee damage then yes that is an issue, some of which is being fixed (special attacks like backstab). I'd like to see if the melee damage hate that was referenced by Tenudil is accurate and what happens if it's implemented.
  #150  
Old 06-01-2011, 02:46 PM
kanras kanras is offline
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Quote:
Originally Posted by Tenudil [You must be logged in to view images. Log in or Register.]
I found a couple of threads that seem to have pretty good evidence/parses that show hate by regular melee attacks was simply (DB + base weapon damage) or DB + base weapon damage +1) for mainhand attacks and just base weapon damage or base weapon damage +1 for offhand attacks.
That equation has been in place for quite some time now. I don't remember how generic emu code calculates hate.

Quote:
Shouldn't be. It was well known via parsing back in the day that incremental increases in DEX were useless for crit % and proc rate until you got to the next "plateau"
It's linear right now, so every point of dex is equivalent to the next. If you have evidence otherwise, please make a bug thread and post it.

Quote:
Seeing as those posts you are referring to came way after the 99/2000 period i don't see how they should be applied here. By that point gear and AA's were implemented that greatly affected the game mechanics differently aside from just expansions/patches.
I couldn't find any evidence of a proc rate nerf any time between classic and the posting of those parses. If you can, please post it.
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