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  #11  
Old 09-29-2014, 02:28 PM
Potus Potus is offline
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Is the 35 memblur thing working on mez, too? Because it should.
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  #12  
Old 09-29-2014, 02:31 PM
Haynar Haynar is offline
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Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Is the 35 memblur thing working on mez, too? Because it should.
Dont know about that at all. Never knew it should.
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  #13  
Old 09-29-2014, 02:56 PM
Daldaen Daldaen is offline
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Mmm I dunno if that's at work or if Mesmerize is just stupidly OP. But I haven't really had to remez a mob several times unless someone was sitting near it or if my charmed pet was fighting near it to get the mob to memblur.

Thought I'd had the same experience against mobs higher than 35 though.
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  #14  
Old 09-29-2014, 03:27 PM
Potus Potus is offline
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Here's the casters realm stuff on memblur

I seem to remember it being level 35 not level 30, but oh well.
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  #15  
Old 09-29-2014, 06:27 PM
Kender Kender is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
The increasing chance by reflopping is coded. Not patched yet.

Applying statistics to the RNG here will drive you batty. Applying to eqlive will make you insane. As random as it is, its not perfect. But here its not near as streaky as eqlive.

Effective skill is capped at 100, and was like that until 2004.

Its actually coded to 95.2%, but streaky RNG will make it seem off.

H
the chance shouldnt change. the chance is always 35%.
it's the accumatated chances that mean the likelyhood of a memblur event will occur that works out at 50% 80% etc

Their numbers are a little off though

The chance of at least 1 mem blur calc...

failed blur chance .65 so the formula is 1 - .65(to the power of n) where n is the number of flops

results (rounded to 2 decimal places)

1 = 0.35 (1-.65*.65)
2 = 0.58 (1-.65*.65*.65)
3 = 0.73 (1-.65*.65*.65*.65)
4 = 0.82 (1-.65*.65*.65*.65*.65)
5 = 0.88 (1-.65*.65*.65*.65*.65*.65)
6 = 0.92 (1-.65*.65*.65*.65*.65*.65*.65)
7 = 0.95 (1-.65*.65*.65*.65*.65*.65*.65*.65)
8 = 0.97 (1-.65*.65*.65*.65*.65*.65*.65*.65*.65)
Last edited by Kender; 09-29-2014 at 06:29 PM..
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  #16  
Old 09-29-2014, 07:30 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Kender [You must be logged in to view images. Log in or Register.]
the chance shouldnt change. the chance is always 35%.
it's the accumatated chances that mean the likelyhood of a memblur event will occur that works out at 50% 80% etc

Their numbers are a little off though

The chance of at least 1 mem blur calc...

failed blur chance .65 so the formula is 1 - .65(to the power of n) where n is the number of flops

results (rounded to 2 decimal places)

1 = 0.35 (1-.65*.65)
2 = 0.58 (1-.65*.65*.65)
3 = 0.73 (1-.65*.65*.65*.65)
4 = 0.82 (1-.65*.65*.65*.65*.65)
5 = 0.88 (1-.65*.65*.65*.65*.65*.65)
6 = 0.92 (1-.65*.65*.65*.65*.65*.65*.65)
7 = 0.95 (1-.65*.65*.65*.65*.65*.65*.65*.65)
8 = 0.97 (1-.65*.65*.65*.65*.65*.65*.65*.65*.65)
Thanks for you input. And this describes what they refer to as the old FD. Where each chance is the same. Their new description is not the same, but at higher attempts the results do converge.

I do not believe they did some hand waving to give the illusion that the mechanics changed.

H
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  #17  
Old 09-29-2014, 08:01 PM
kaev kaev is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Thanks for you input. And this describes what they refer to as the old FD. Where each chance is the same. Their new description is not the same, but at higher attempts the results do converge.

I do not believe they did some hand waving to give the illusion that the mechanics changed.

H
Haynar I love your work, dont' be mad at me for disagreeing with you, but if my reading comprehension did not fail me on that patchnote, what Kender posted is what they describe as the new mechanic: 35% chance of the monk being forgotten each and every time he feigns(*). The old mechanic is not described in explicit detail, except for the bit about a single feign death never being enough to get the mob to forget you.

(*) Also the 90% chance of forgetting the monk when the mob resets is part of the new mechanic and not part of the old.

Old mechanic:
- First feign NEVER makes the mob forget.
- Additional feigns may make the mob forget, % chance not specified.
- Mob will delay random amount of time before coming after the monk if he remembers him

New mechanic:
- First feign has 35% chance of making the mob forget the monk
- Additional feigns also have 35% chance of making the mob forget the monk
- Mob reset while feigned has 90% chance of making the mob forget the monk
- Mob will come after monk immediately if he remembers him
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  #18  
Old 09-29-2014, 08:40 PM
Kender Kender is offline
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my table was wrong. had 1 too many .65 per line. but if you changed the second fd change to 50% the actual probability to be forgotten changes

1= 0.35 (1-.65)
2= 0.67 (1-.65*.5)

so you have a 67% chance to effect a mem blur if you fd twice
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  #19  
Old 09-29-2014, 08:57 PM
Haynar Haynar is offline
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Quote:
Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
(*) Also the 90% chance of forgetting the monk when the mob resets is part of the new mechanic and not part of the old.
I never saw this. Ever. When a mob was reset totally, including rotating to the position they are guarding, all aggro was lost.

Being an avid SEQ user who played a class that could FD, you could use it to watch them rotating. And when they stopped you always lost aggro.

There are also other mechanics which they describe as monster not seeing you. This was not described in the new system. This was one of the ways that the instacast CoS was overpowered. You could FD, and if a monster did not see thru invis, you could stand and cast invis and almost always lose aggro. Darn near 100% of the time if you were fast. You typically had about 1/2 a sec, before the reaggro happened.

So there is more to what they describe.

More monks that I have talked to, think it is the progressive chance that was what they meant, where the chances increase. Much of this based on doing mob splits in velious.

So in summary. We can agree to disagree on some aspects. Even though the math can be made to reproduce the numbers. From my testing working on splitting mobs, it seemed like a closer feel to what I remembered. But mileage may vary.

If I get a lot of negative feedback, then I will change it. But right now, the feedback I have gotten is the current way does not feel right. And it is set at about 34% chance per FD, with no increasing chance. We never had it be like the original FD was, as they described.

There was also not a description of the chance mobs had to forget you, if they were roaming.

Did you ever play in the Umbral Plains in luclin? OMG, totally different mechanics there of how aggro was passed and FD worked.

The funnest aggro zone to figure out was Grieg's End. Did you know traveling in the group, the first person they would go after, was always the last person to zone in? Was awesome, when it was the new guy, and they could never figure out what was going on.

H
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Last edited by Haynar; 09-29-2014 at 09:02 PM..
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  #20  
Old 09-29-2014, 09:10 PM
kaev kaev is offline
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Thanks for explaining what you meant by increasing chance. I never played an FD class on live, so was just parsing the text. Not at all surprised that the text is not an accurate description of how it actually worked, I swear the Verant devs did that shit deliberately.
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