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Old 05-02-2014, 06:03 AM
wycca wycca is offline
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Yes to Treats.

Hopefully I didn't misunderstand your original post, it sounded like you were using the "Wrong Way" that Treats posted when I read what you'd said.

Edit - Checked test, I've still got JT_buff. I have a petition in to try to get AA reset and lvl changed to 60. Weird seeing Cliff Golem green again.
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Last edited by wycca; 05-02-2014 at 09:03 AM..
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Old 05-02-2014, 10:30 AM
Rogean Rogean is offline
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I still have no idea what you guys are trying to convey.
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  #3  
Old 05-02-2014, 10:51 AM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Rogean
A level 60 warrior also has around a 6% chance to trigger either Dodge, Parry or Riposte. However, these abilities are all checked separately. That's three separate 6% chances to completely avoid an attack. I'm not convinced this is working as it should.
They are saying that even if that is how the ability is coded, it won't look that way in the parses, because Parry will only be checked 94% of the time, and Riposte will only be checked 89% of the time, etc.
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  #4  
Old 05-02-2014, 01:03 PM
Adolphus Adolphus is offline
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It's easy to see both sides of the argument. But it's obvious that AC is useless from a player standpoint and will continue to be so barring drastic changes. I really don't understand why the most simple solution can't just be implemented here - that being" tweaking AC to make it much better than it currently is?

Even if it's not entirely classic, it would seem to be far, far more simple just to improve AC rather than trying to re-tune hundreds and hundreds of NPC's in the game. It may require gerrymandering code and moving things around, but at least it won't take weeks of changing the stats on every monster in the game.
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Old 05-02-2014, 03:24 PM
Erati Erati is offline
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Quote:
Originally Posted by Adolphus [You must be logged in to view images. Log in or Register.]
It's easy to see both sides of the argument. But it's obvious that AC is useless from a player standpoint and will continue to be so barring drastic changes. I really don't understand why the most simple solution can't just be implemented here - that being" tweaking AC to make it much better than it currently is?

Even if it's not entirely classic, it would seem to be far, far more simple just to improve AC rather than trying to re-tune hundreds and hundreds of NPC's in the game. It may require gerrymandering code and moving things around, but at least it won't take weeks of changing the stats on every monster in the game.
rather than telling developers how to develope their server why dont u write some code that supports what u want to see fixed

if ur not a coder than this suggestion is pretty worthless as R has alrdy explained everything you bring up

/smh
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Old 05-02-2014, 06:57 PM
Adolphus Adolphus is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
rather than telling developers how to develope their server why dont u write some code that supports what u want to see fixed

if ur not a coder than this suggestion is pretty worthless as R has alrdy explained everything you bring up

/smh
No need to get on a nerdy powertrip there partner lol. I'm sure the devs don't need a guardian angel looking after them, even if I were being hostile or mean (which I obviously am not).

All I was suggesting was that it might be easier to look into making AC stronger rather than going through the hassle of altering a shitload of NPC's. The idea being: devs avoid X hours doing something when there might be a much faster (though not entirely kosher) way of fixing it. Gerrymandering the AC system to work with the current NPC stats would seem the faster route.
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Old 05-02-2014, 03:57 PM
JayN JayN is offline
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itll never ever be classi we are in a totally rewritten client; our best bet is to jack up Disciplines to offset the broken code
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Old 05-02-2014, 03:58 PM
Rogean Rogean is offline
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The client has nothing to do with AC Code and the code isn't broken, the npc's need to be adjusted. See Splorf's latest parse data for proof. I'm done explaining this to people. If you don't have something that actually contributes to the thread, don't post.
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  #9  
Old 05-03-2014, 12:50 AM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
the npc's need to be adjusted.
Is there any way to do this automatically? It seems like fixing the 'default' values should be a high priority if only to minimize staff stress . . .

How hard would it be to write a script to compute the AC of a 'median' tank (I say median, not mean, because the average might be substantially skewed by twinks) for each level. At that point you can match up each a 'normal' mob of each level with an appropriate level tank and just have a script try all ATK/STR values until something reasonable comes out. Maybe give all named +10% ATK or whatnot by default.
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  #10  
Old 05-02-2014, 04:09 PM
wycca wycca is offline
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Ok, here is how defensive checks worked on live, I was just trying to respond to your original comment of not being sure if how it's working on P99 is right -

1000 NPC swings on PC
Block fires 10% = 100 blocks, 900 get thru to dodge check
Dodge fires 5% = 45 dodges, 855 get thru to riposte check
Riposte fires 5% = 43 ripostes, 812 get thru
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