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  #41  
Old 04-12-2019, 01:44 PM
Dillusional Dillusional is offline
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Quote:
Originally Posted by baakss [You must be logged in to view images. Log in or Register.]
Unless they changed it from EQEmu, there should be no difference between 99% haste and 100% haste ever.

Haste rounds down to the nearest whole number because of integer math.
I don't believe this to be the case.

I just looked at the emu source and it seems to work like this....

attackSpeedInMillisecond = (originalDelayInMilliseconds / hasteMod)

speed and delay are both integers but hasteMod was a floating point (number with a decimal point)


if you have 99% haste, your hasteMod value would be 1.99 if you have 100% haste, your haste mod would be 2.0

So let's say you have a 35 delay weapon with 100% haste

3500 / 2 = 1750 ....so you will attack once every 1.75 seconds

and let's say you have 99% haste

3500 / 1.99 = 1758.79.... rounded down to 1758 ....

you are taking 8 fewer milliseconds between swings with 100% haste versus 99% haste on a 35 delay weapon. The server will round down to the nearest millisecond because of the Integer math but you'll still have an 8 millisecond difference. I'm pretty sure the attack timer can handle 8 milliseconds of precision and there will be a tangible difference.
Last edited by Dillusional; 04-12-2019 at 02:00 PM..
  #42  
Old 04-12-2019, 02:37 PM
Dillusional Dillusional is offline
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I guess it is possible that the timer implementation doesn't have 8milliseconds of precision but that would be the reason the haste would be negligible rather than integer math. Because the server does calculate the attack delay down to the millisecond.
Last edited by Dillusional; 04-12-2019 at 02:41 PM..
  #43  
Old 04-12-2019, 02:42 PM
baakss baakss is offline
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You're absolutely right. I missed the multiplication of delay by 100 back when I had originally looked at this, which matters tremendously because the cast to int is now with milliseconds instead of seconds.

Thank you for correcting me!
  #44  
Old 04-12-2019, 02:43 PM
baakss baakss is offline
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Well, that's possible too, but you were still correct on how that function works.
  #45  
Old 04-14-2019, 05:23 PM
Baugi Baugi is offline
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Quote:
Originally Posted by Dillusional [You must be logged in to view images. Log in or Register.]
I've noticed that when trident of the deep sea procs, at least sometimes the last 6 ticks will be for 13 instead of 20. (I'm not sure how partial resists work on some DoT effects)
There's no resist check for on-tick DoT damage. It's reduced if the target is moving and not fleeing.

Quote:
Then add the total damage a dot or dd will do to that.
Have you tested the assumption that on-tick dot damage does anything? My understanding of old material is that dot proc aggro was based on counters + initial dd.
Last edited by Baugi; 04-14-2019 at 05:25 PM..
  #46  
Old 04-14-2019, 10:37 PM
Cerate Cerate is offline
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Quote:
Originally Posted by Baugi [You must be logged in to view images. Log in or Register.]
Have you tested the assumption that on-tick dot damage does anything? My understanding of old material is that dot proc aggro was based on counters + initial dd.
I parsed the total hate of proc + all ticks of Thunder Runed Great Sword to be 600-675 hate. All of the ticks added up to 625 damage, and the proc has no initial DD or counters listed.

By the same method, Infestation parsed 629-713 total proc hate. The ticks add up to 150 damage, and the DD is 12, leaving 467-551 for the 3 poison counters.

DoT proc aggro is apparently all of the above: ticks, counters, and DDs.
Last edited by Cerate; 04-14-2019 at 10:41 PM..
  #47  
Old 04-14-2019, 11:10 PM
Danth Danth is offline
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Quote:
Originally Posted by Baugi [You must be logged in to view images. Log in or Register.]
Have you tested the assumption that on-tick dot damage does anything? My understanding of old material is that dot proc aggro was based on counters + initial dd.
if you want to scan through old forum posts, you can find a patch some years ago where the developers explicitly mentioned Disease Cloud being modified to add hate over time rather than front-loading everything. The large number of times I've seen monsters flip to the wife's shaman after a dot-tick if I'm being lazy on aggro confirms that behavior for other damage over time spells.

Danth
  #48  
Old 04-15-2019, 08:45 AM
Dolalin Dolalin is offline
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One last consideration that's missing here is the fact that proc hate scales based on mob HP. Raid mobs have tons of HP.

If I get a stun proc (400 aggro) on a mob with 32k HP, it generates more than 400 aggro. It's (400 * C * 32,000), where C is some constant scaling factor.

In that light, for mobs with very high HP, you can effectively discount aggro from the direct damage component of procs I would think, as I believe it is added on separately and does not scale up with mob hp.

That would change how these various weapons rank in terms of one another, to the point where for mobs with high HP, the effectiveness of a weapon's hate generation takes this order of precedence:

1. Scaling proc hate (400 * C * HP)
2. White damage hate
3. DD / recurring DoT hate
  #49  
Old 04-15-2019, 09:41 AM
Legidias Legidias is offline
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Quote:
Originally Posted by Dolalin [You must be logged in to view images. Log in or Register.]
One last consideration that's missing here is the fact that proc hate scales based on mob HP.
[Citation needed]
  #50  
Old 04-15-2019, 10:28 AM
Dolalin Dolalin is offline
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Quote:
Originally Posted by Legidias [You must be logged in to view images. Log in or Register.]
[Citation needed]
https://www.project1999.com/forums/s...=317220&page=3

This is what Haynar is working from. If it's not live already (I'm pretty sure it is) it will be in one of the next few patches:

[You must be logged in to view images. Log in or Register.]

I was a little off actually.

Hate = 1/15 * mob HP, min=25 max=1200
Last edited by Dolalin; 04-15-2019 at 10:40 AM..
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