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#51
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![]() sounds reasonable to me, now that you put it that way
now if you can just convince Haynar to implement a classic AC cap
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#52
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![]() Quote:
Just ask anyone who has parsed, its a hard cap based system. Done! No need to parse anymore, load up on that hp gear. H
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Haynar <Millennial Snowflake Utopia>
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#53
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![]() Quote:
...... What did you just DO!!?! I feel like I just got Haynar'd and I wasn't even in the thread. *clutches gear defensively*
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That which does not kill me, should run.
Sylexis Vhaerun - 60 Dark Elf Warrior Silvereyes Niteprowler - 55 Half Elf Druid <Divinity> | |||
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#54
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I suppose you probably feel I have some sort of vendetta against you or something, Haynar, but really I just want a classic server. And it has bothered me for a long time that this project has an almost fanatical attention to detail in terms of replicating typos in NPC names and reconstructing little used quests, but we have gaping holes in really important mechanics. I mean Kunark has been out for 4 years, and we just figured out that warriors are taking *three quarters* of the damage they should be with evasive discipline on. That means all raid tanking just became 33% harder. That is going to have a huge, huge impact on everyone whether it's Sky or VP or whatever. It also means Paladins and SKs just got a lot better, relatively (only 50% worse, not 100% worse). I would really love to see some test code where we select a bunch of different tanks with different AC and pit them against a bunch of different mobs and create a big spreadsheet and then try to tune it to match classic. I don't actually think it would be that hard: really its just a double for loop that then runs the 'get average hit' 10000x and reports the results. Hell, I'm not even saying your system is necessarily wrong. I just think we have to tweak the system first before adjusting individual NPCs. Really, I appreciate this project a great deal. I have had big personal projects before, so I know how much work it is. So please don't take this as a personal criticism. All I am suggesting is that you guys apply the same rigor to game mechanics that you do to quests and NPC names and such.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#55
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![]() Also, just to be clear, all I am asking you to do is write the following code and share the results on google docs:
Code:
for(NPCLevel = 5; NPCLevel <= 75; NPCLevel += 5) { for(PCLevel = 5; PCLevel <= 60; PCLevel += 5) { for(ratio = 1.0; ratio >= 0.5; ratio -= 0.1) { ATK = getDefaultAttack(NPCLevel); AC = getACCap(PCLevel) * ratio; Hit = getAverageHit(ATK, AC); printf("L%d NPC vs L%d PC (%d AC) average hit: %d\n", NPCLevel, PCLevel, AC, Hit); } }
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#56
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You cannot have an accurate system without accurate values, and you cannot have accurate values without an accurate system.
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#57
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![]() And may I point out that we've been right about this, case in point: Kael mobs DID have high attack.. but it wasn't because of direct field like "Attack", it was because their strength was set too high (which contributes to attack values.. shocker?!). However, after adjusting those values to be similar to temple of veeshan mobs, we started noticing differences between AC vs HP warriors in tanking.
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#58
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![]() Quote:
In theory, the hardcap for AC should still put our AC in the right place for the expansion to be above the mobs ATK right? I feel like I need to go Reread Ruatha's epic melee post again.
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That which does not kill me, should run.
Sylexis Vhaerun - 60 Dark Elf Warrior Silvereyes Niteprowler - 55 Half Elf Druid <Divinity> | |||
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#59
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So you are certainly correct when you say that his damage depends on both his tuned value and the system. But the relative change should depend mostly on the system. So I think the first thing to do is make sure that the system works reasonably, i.e. that if a 289 AC L60 warrior is taking X damage per hit, then a 250AC L60 warrior should be taking . . . 1.06 X ? Or whatever you decide is reasonable based on Kahvok's post. And then how much that damage should change whether its an enchanter or shaman or a L55 warrior and so on, and making sure those numbers make sense. And then once you have a system that has the scaling you want, you go back and you tweak individual encounters to make them harder or easier. TL;DR: From what I've seen its the scaling of P1999's AC system with class, level, and equipment that doesn't feel classic, not the net DPS of raid mob X.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#60
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![]() You're basing your entire post off of one small sample size of Vindi hitting two warriors for a VERY slight difference, when they have different AC. Again, it is IRRELEVANT. Derakor's strength was too high, resulting in Atk that was negating AC Calculations.
Look.. You're feedback for things like "He's hitting too hard.. not hitting hard.. not hitting any different between these two players who have different AC" are valuable feedback. But when we look into that issue and determine what the problem is, you don't have the right to dictate to US what the problem is from your perspective. What you need to know is that changes are being made based on the valuable feedback you HAVE contributed, and you should continue to test the new data.
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