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  #91  
Old 09-01-2015, 05:44 PM
Man0warr Man0warr is offline
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Rogean please read this - also has some great Torven data about how Zlandicar/Von/Cargalia/etc proc's are bugged and being cast as AEs.

http://www.project1999.com/forums/sh...d.php?t=202471
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  #92  
Old 09-01-2015, 06:20 PM
Torven Torven is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Are you saying NPC Spell casting reset their attack timer?
It makes the intervals between rounds more erratic. Overall the number of rounds seems to stay the same, but isolated delays between rounds will be longer or shorter than average. Parsing NPCs that don't cast spells is more uniform/accurate. Parsing fully 75% slowed NPCs and dividing the delay by 4 gives very accurate results, so I always parse them slowed if they are slowable.

I have some more examples in this thread: http://www.eqemulator.org/forums/showthread.php?t=38734

Basically a non-casting NPC will look like this

(2)4(1)4(2)4(1)4(2)5(2)3(2)4(1)4(1)4(2)4(1)4(2)4(2 )4(2)4(2)4(1)4(1)4(1)4(2)

and Aaryonar (a slowable AoEing dragon) looks like this

5(C3)7(C2)4(C2)5(C1)5(4)5(C3)6(3)5(C4)5(C4)5(C2)6( C2)5(C3)5(C4)6(C4)5(C4)5(3)

7 seconds one round, 4 the next. The average remains very close to 5.2 however. (5.209 in that log) I speculate that it might be some sort of code to prevent spell casts from eating into attack timers causing this somehow. It just causes a lot of 'double rounds' when parsing NPCs with fast attack delays, reducing accuracy.
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  #93  
Old 09-01-2015, 06:35 PM
Torven Torven is offline
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Actually those aren't the best examples. And it's the call of zero causing the problem anyway.

Here's Ikatiar with 1.3 delay:

Avg pre-slow round delay: 1.305; Rounds/sec: 0.765; Swings/sec: 2.379
Preslow Swings: 376; Preslow time: 158; Avg Swings/Round: 3.081
(3)2(4)1(4)1(3)2(3)1(3)1(3)1(3)2(2)1(3)1(4)2(4)1(4 )1(4)1(4)2(3)1(2)1(4)2(4)1(3)1(3)2(4)1(3)1(3)2(4)1 (2)1(3)1(3)2(2)1(3)1(4)1(4)2(3)1(4)2(4)1(4)1(3)1(3 )2(3)1(1)1(2)2(4)1(3)1(3)1(4)2(4)1(4)1(2)2(2)1(3)1 (3)2(3)1(3)1(2)2(4)1(3)1(3)1(3)2(3)1(3)1(1)1(3)2(3 )1(4)2(4)1(1)1(2)1(2)2(3)1(2)1(4)2(3)1(4)1(4)1(4)2 (3)1(4)1(3)2(3)1(2)1(3)2(2)1(3)1(2)1(2)2(4)1(3)1(2 )2(3)1(3)1(4)2(3)1(3)1(4)2(3)1(2)1(3)1(3)2(1)1(3)1 (4)2(2)1(4)1(3)1(3)2(4)1(4)1(4)2(2)1(4)1(3)2(3)1(4 )1(3)1(4)2(2)1(4)1(2)2(3)1(3)1(2)2(3)

he's also 1.3, and parses much cleaner
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  #94  
Old 09-01-2015, 06:37 PM
Rogean Rogean is offline
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Call of the Zero is a 0 second cast time though. It was affecting melee that much?

There's no situation where a mob should have two rounds in the same second, because I don't think there's any mob in the game that has an attack speed of less than 1.0. Unless there's other stuff going on with spells and the attack timer.
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  #95  
Old 09-01-2015, 07:58 PM
Torven Torven is offline
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Actually there are several mobs with < 1 second delays. Several Vex Thal bosses do. Aten is the fastest I've seen at 0.6. Sony balanced the slowable Luclin bosses by giving them very fast attack delays. This was before slow mitigation, so it was their way to make sure slowed raid bosses weren't super gimp like in Velious.

Basically anything that makes an NPC 'begin to cast a spell' will make the attack timer more erratic, regardless of cast time. Again, it doesn't reduce the total number of rounds over time, (unless the cast times are long) just makes them sort of bunch together more.

It's easy to see in the logs when double rounds occur and there are upwards of 8 attacks in the same log second. Mobs like Aten are accurately measurable by slowing them and dividing by 4.
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  #96  
Old 09-01-2015, 08:23 PM
Proven Guilty Proven Guilty is offline
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Quote:
Originally Posted by Alunova [You must be logged in to view images. Log in or Register.]
Combat Stability. By late 2002 during PoP it was a basic requirement for 99% of all raiders.
He was also level 65 and had planar power 5 (increasing all stats).
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  #97  
Old 09-01-2015, 08:24 PM
Proven Guilty Proven Guilty is offline
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Damn, this encounter sounds fun as hell. I know I am on the other team, but I would love to hear of you guys killing him as-is.
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  #98  
Old 09-02-2015, 06:48 PM
Buhbuh Buhbuh is offline
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Any word on his HP?
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  #99  
Old 09-02-2015, 06:54 PM
Proven Guilty Proven Guilty is offline
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Check hp on live and give some data for devs to compare.
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  #100  
Old 09-03-2015, 08:33 PM
Daldaen Daldaen is offline
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Found Vyemm up on live yesterday and I tanked/killed him.

Lord Vyemm in 1737s, 262k @151dps --- Daldaen 262k @151dps

261,836 HP on live
Over duration of 1737 seconds (he was eating a 150~ damage shield entire fight so he should've been regenning), I suspect he is close to 250-260k HP.

I can PM a dev the melee rounds from Vyemm if they wish to see it, far too much to post here.

Also fun fact he wields his weapons:

[Wed Sep 02 19:55:59 2015] Lord Vyemm tries to crush YOU, but misses!
[Wed Sep 02 19:55:59 2015] Lord Vyemm tries to crush YOU, but misses!
[Wed Sep 02 19:55:59 2015] Lord Vyemm tries to slash YOU, but misses!
[Wed Sep 02 19:55:59 2015] Lord Vyemm tries to slash YOU, but misses!

Didn't know he could do that. Max/Min hit with 40ish CA/CS and 35 Shielding:

[Wed Sep 02 20:05:30 2015] Lord Vyemm slashes YOU for 1130 points of damage.
[Wed Sep 02 20:16:47 2015] Lord Vyemm slashes YOU for 180 points of damage.

Not that the value is relevant much, just figured I'd post it.
Last edited by Daldaen; 09-03-2015 at 08:36 PM..
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