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Old 08-07-2025, 07:42 PM
CrazyPro CrazyPro is offline
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Lightbulb Stat drain from low fatigue and other missing or incorrect fatigue mechanics

P99 currently uses the revamped 'Endurance' version of fatigue from Gates of Discord which behaves differently than it did in classic.

In classic, fatigue would drain at a rate of 1% per server tick when moving, regenerate by 10% per tick when not moving, and jumping would drain exactly 10% of your fatigue. Weapon swings would drain your fatigue based on the weapon's delay, haste buffs, the weight of the weapon, your STR stat, and how low down your fatigue bar was (historically referred to as stamina or the stamina bar) also effects weapon swing rate if your STA stat is below 100 according to this Allakhazam post from May of 2001 as well as another post I linked lower down in this bug report. For each % under 20% fatigue your character would lose a small amount of STR AGI and DEX depending on how high your STA stat was, on an 80 STA character it was a flat 1 of each stat deducted for each % under 20% fatigue, and at 100+ STA you would lose this low fatigue debuff entirely. You don't gain any more max fatigue when levelling up, it's a static number value that stays the same from level 1. TAKP has an accurate implementation of the classic fatigue system so it could easily be borrowed from there, unless the Titanium client doesn't work well with the fatigue system in which case you could try to recreate it based on their fatigue system.

Meanwhile on P99, you gain more max fatigue on levelling up, fatigue doesn't drain while moving, in fact it still regenerates while moving, and jumping will drain your fatigue two separate times in quick succession by a seemingly random percentage.
At level 1 your fatigue will regenerate so fast that you can't even jump fast enough to fully drain the bar before it shoots back up to full, and at level 60 jumping will still drain a random % of fatigue and your fatigue will regenerate passively at 1% per tick.

Even a brief search for historical accounts of these mechanics on eqarchives.org (Dolalin is awesome for making this site) brought up these posts made during Velious:

A comment at the bottom of this bard song page seen here:
Quote:
Heavy weapons? Long fights? - 1/28/01 4:22:11 AM
~ Kocho Divah
A jig is the solution if you find yourself with a heavy weapon or in long fights, as your stamina will go down. A low stamina means reduced fighting performance (lower STR, DEX, and AGI), you will suffer slower attack speed and less damage during your fights. Restoring your stamina will bring you and your group back up to par fighting condition.
Some posts from this Allakhazam comment chain suggests that higher STR characters will use less fatigue when swinging higher weight weapons:
Quote:
RE: Does this weapon suck your energy?
Jan 16 2001 at 1:34 AM
__DEL__1593361088511
Being a troll with a strength of 118, I don't notice any noticeable fatigue from using this fine weapon. The heft of this axe may very well cause fatigue among races of smaller stature and less strength rating.
Quote:
RE: Does this weapon suck your energy?
Jan 16 2001 at 1:18 PM
__DEL__1592756852072
Hmm my ogre with 150 Strength and Stamina lasts about 3 minutes at level 4 with this thing. However I don't see any noticeable difference when stamina runs out. Does Stamina actually mean anything?
This one comment being particularly informative:
Quote:
RE: Does this weapon suck your energy?
Mar 27 2001 at 5:40 AM
__DEL__1591752191797
Actually your stamina bar (the yellow one) makes a difference only if you have a stamina stat below 100 so you can either get a shaman to cast a stamina buff, get some + stamina gear or have a cleric/ranger/druid cast invigor on you. There may be other classes with this spell and it's upgrades but I can't recall offhand except that bards get a stamina song at level 3 and enchanters get augmentation which increases your stamina regen to keep you from getting fatigued.

Just an FYI for general stamina it has to do with the weapon delay vs it's weight. For characters with dual weild the offhand weapon is also factored in although until your dual weild skill goes up it doesn't make a huge difference. Double attack skill also makes a difference in stamina drain. Basically each time you swing a weapon it's weight is factored in and your stamina takes a hit (usually not noticible on your stamina bar) and the more you swing (dual weild, double attack, haste spells/songs) the more stamina you lose. Of course this is all trivial to anyone who can get their stamina over 100 since running out of stamina doesn't reduce their melee stats it just makes it so they can't jump...
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Last edited by CrazyPro; 08-07-2025 at 08:00 PM..
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Old 08-07-2025, 09:21 PM
Rygar Rygar is offline
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Didn't read, but recall this in other threads being client issue and would need massive work around or different client to function?
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