![]() |
#501
|
||||
|
![]() Quote:
| |||
#502
|
||||
|
![]() Quote:
| |||
#503
|
||||
|
![]() Quote:
For those that are interested, ac won by a landslide in those eras. It didn’t stop the debate from raging for YEARS on the warrior and sk forums. The debates were nasty. I think I logged hundreds of hours parsing fights defensively to help settle the debate. It was possible, with sufficient ac to completely eliminate DI20 incoming hits even on standard length boss fights. The hp centric tank (warriors especially) had a few thousand more hp but the ac centric tank would receive 45-50% of incoming hits for minimum damage (vs 32-37% for the hp tank and like 0.001% or less hits for max vs 2-5% max hits for the hp focused tank … against raid bosses. On trivial expansions old raid targets and all group content I would regularly never see a DI over 16 (4 highest hits completely eliminated). So yeah a few thousand more hp to hopefully survive being one rounded vs making it statistically nearly impossible to receive one of those tank killing max rounds to begin with. Healers clearly preferred the latter. So yeah I am assuming we still follow a DI 1-20 model here … but not certain. It may not have been introduced until PoP/LDoN/GoD era. It was definitely in by Omens of War and epic 1.5/2.0 - that’s when all those fancy 90hp + whatever augs started appearing on minor raid mobs. I always went for the 20-25-30 ac augments.
__________________
| |||
Last edited by Troxx; 08-15-2023 at 10:03 AM..
|
#504
|
|||
|
![]() Oooo I did find my old magelo though!
I sold it when the level cap was 80 for thousands of dollars. It doesn’t look like the buyer (who moved him to bertoxx) ever changed a piece of his gear. (Not sure on augments) https://eq.magelo.com/profile/1274599 Not sure why the magelo is showing his ac as low as it is. I want to say I had the second or third highest serverwide warrior ac at the time.
__________________
| ||
#505
|
||||||
|
![]() Quote:
It's only on P99 I started looking into how P99 specifically worked. In the EQEMU code, they are also using a D20: Quote:
Here are the hit values from Mentrax Mountainbone and Eldak Howlingbear against my SK. Both are level 50 and the same stats as far as I am aware: For players, you can hit for more than 20 unique damage values. When fighting Mentrax Mountainbone I got these values. There were some more probably, but I don't need to find them all: Based on a quick glance at the code, I believe the extra damage values players can get is coming from the ApplyDamageTable() function. After the D20 is rolled and multiplied against your damage, the ApplyDamageTable() function is called next, and does an additional modification to your damage done based on a percentage. In the ApplyDamageTable() function there is this return statement: Quote:
__________________
| |||||
Last edited by DeathsSilkyMist; 08-15-2023 at 11:25 AM..
|
#506
|
|||
|
![]() Maybe they changed displayed AC to show ‘real’ ac accounting for caps?
Edit(in reply to why Troxx’s displayed AC is so low) | ||
#507
|
|||
|
![]() Great code you found.
Shouldn’t the presence of 2 rolls (roll for attack and roll for defence) create a normal distribution (like how rolling 2d6 creates a bell curve where 2 and 12 are 1/36 each, 3 and 11 are 3/36 going up to the most common result, 7 which is 6/36)? The question is why aren’t hits amounts on mr turtle looking very normally distributed? Each fight he has like 100 hits for 1 specific hit value and the many (more than 19) other hit values tend to only occur a couple of times?? Edit: Interestingly mr turtle himself only hit for one value (like 30 times per fight). | ||
#508
|
|||
|
![]() 50 pages on starting stats for an iksar sk
never ceases to amaze | ||
#509
|
||||
|
![]() Quote:
int index = std::max(0, (atk_roll - def_roll) + (avg / 2)) is going to be normally distributed. However, rounding all the outputs up is going to skew it slightly rightward. Also skewed higher than the expected cluster around 10 with 2d10 by the addition of avg/2 to roll difference. Evidence: [You must be logged in to view images. Log in or Register.] I believe the reason Mr. Turtle isn't normally distributed is because of this: auto atk_roll = zone->random.Roll0(offense + 5); auto def_roll = zone->random.Roll0(mitigation + 5); int avg = (offense + mitigation + 10) / 2; The modifiers on your hits are overwhelming the modifiers on his defense, producing consistently high outputs. The fact that mitigation is added to offense tells me the calculation for mitigation might result in a negative value or it is modified in some other way before final result. | |||
Last edited by Lune; 08-15-2023 at 01:11 PM..
|
#510
|
|||
|
![]() So what are the reasons for the extra values above the enormous spike (on mr turtle)? Is there a further random element to damage? Like a random bonus damage which is only sometimes added? I remember reading about such a thing in the past but can’t find much specific … just ‘internet wisdom’
| ||
Last edited by Jimjam; 08-15-2023 at 01:12 PM..
|
![]() |
|
|