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Old 05-26-2013, 04:39 PM
Aeolwind Aeolwind is offline
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Default Brain pain; research time: Uninterruptable

My memory was jogged earlier. I would like some research help on finding out if this needs to be a flag for NPC casters.

Uninterruptable

The kick in the brain pan was caused by this

http://web.archive.org/web/200109032....shtml?id=6168

The above I know to be factually correct because I laughed at my guild once as we spent almost 20 minutes trying to kill one. And it immediately didn't seem 'wrong' that mobs couldn't be interrupted; as a matter of fact it seemed OK that all mobs over 58 should have that flag. But I need help tracking down proof.

Velketor was another example. He gated when low on health so you couldn't pull him far.
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Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #2  
Old 05-26-2013, 06:42 PM
happyhappy happyhappy is offline
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I want to say that all giant sized npcs in velious were, wurms, giants, dwagons, golems, not because of their level but because of their size flag.
  #3  
Old 05-29-2013, 05:27 AM
Treats Treats is offline
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I don't think anything was classed "uninteruptable". I can remember fighting the white wurms in West ToV, they would both Complete Heal and Gate. Everything was pulled to the zone out so you had to stop their Gates or you were in for a very long CR.

I *think the units that an NPC could be moved by "pushing" it was directly related to their size. A large NPC will cover a lot more units moving from location to location than a smaller NPC. For instance if you have an NPC that is 1.0 size each hit could have gave a push of .01 units (100 hits to move it 1 unit). If you have another NPC that is 5.0 size each hit could have gave a push of .005 units (500 hits to move 1 unit). I think this is the most plausible, it would give the impression that many large NPC's were "interruptable".

Perhaps the rate of push for an NPC/PC was specifically related to their size. For instance say a typical player (1.0 size) has 1 unit of movement leniency to be interrupted. An NPC (Golem/Dragon/etc) that was 5.0 size could have had 5 units of movement leniency to interrupt.
  #4  
Old 05-29-2013, 03:48 PM
Aeolwind Aeolwind is offline
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Ok brain loosening up some. Cleric shrooms in OS were unstunnable, 55+ mobs to be succinct. You had to push them across the floor for like a mile to get them to interrupt. Bash & slam wouldn't do it. However, it currently appears like that isn't the case? I'll be investigating ways to make mobs harder to interrupt, some by a significant amount.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.

Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #5  
Old 05-29-2013, 04:05 PM
Lagaidh Lagaidh is offline
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Just remember that stun-immune mobs still generated agro when stun spells were cast upon them =)
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  #6  
Old 05-29-2013, 04:10 PM
nilbog nilbog is offline
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Here was a dev post I had about size theory.

Quote:
Originally Posted by nilbog
Larger npcs.. should be harder to interrupt based on movement. It was harder to push around a dragon than it was say...a sarnak.

Saw this posted by someone and it reminded me. Look how many interrupts on Severilous:

Quote:
[Mon Jan 23 16:18:06 2012] Your feet move faster.
[Mon Jan 23 16:18:07 2012] Your song ends.
[Mon Jan 23 16:18:12 2012] You feel protected.
[Mon Jan 23 16:18:12 2012] Your song ends.
[Mon Jan 23 16:18:23 2012] You slow down.
[Mon Jan 23 16:18:25 2012] You can't cast spells while invulnerable!
[Mon Jan 23 16:18:26 2012] You no longer feel protected.
[Mon Jan 23 16:18:27 2012] Your song ends.
[Mon Jan 23 16:18:31 2012] Your feet move faster.
[Mon Jan 23 16:18:37 2012] Your feet move faster.
[Mon Jan 23 16:18:43 2012] Your feet move faster.
[Mon Jan 23 16:18:49 2012] Your feet move faster.
[Mon Jan 23 16:18:55 2012] Your feet move faster.
[Mon Jan 23 16:18:58 2012] Severilous scowls at you, ready to attack -- looks like quite a gamble.
[Mon Jan 23 16:19:01 2012] Your feet move faster.
[Mon Jan 23 16:22:05 2012] You resist the Tigir's Insects spell!
[Mon Jan 23 16:22:07 2012] You resist the Dragon Charm spell!'
[Mon Jan 23 16:22:11 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:22:16 2012] Severilous regains concentration and continues casting.
[Mon Jan 23 16:22:16 2012] You resist the Tigir's Insects spell!
[Mon Jan 23 16:22:24 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:22:29 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:22:30 2012] Your legs lock in pain as you choke on the noxious poison. You have taken 600 points of damage.
[Mon Jan 23 16:22:30 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:22:36 2012] Severilous regains concentration and continues casting.
[Mon Jan 23 16:22:38 2012] You resist the Dragon Roar spell!
[Mon Jan 23 16:22:39 2012] You resist the Dragon Charm spell!
[Mon Jan 23 16:22:43 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:22:48 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:22:55 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:00 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:01 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:06 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:07 2012] You resist the Ceticious Cloud spell!
[Mon Jan 23 16:23:08 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:13 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:14 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:19 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:20 2012] You resist the Dragon Roar spell!
[Mon Jan 23 16:23:20 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:25 2012] Severilous regains concentration and continues casting.
[Mon Jan 23 16:23:25 2012] You resist the Tigir's Insects spell!
[Mon Jan 23 16:23:35 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:40 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:41 2012] Your legs lock in pain as you choke on the noxious poison. You have taken 600 points of damage.
[Mon Jan 23 16:23:42 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:47 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:48 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:53 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:23:53 2012] Severilous has become ENRAGED.
[Mon Jan 23 16:23:54 2012] Severilous begins to cast a spell.
[Mon Jan 23 16:23:59 2012] Severilous's casting is interrupted!
[Mon Jan 23 16:24:00 2012] You resist the Dragon Roar spell!
[Mon Jan 23 16:24:00 2012] Severilous succumbs to the lure of ice.
[Mon Jan 23 16:24:00 2012] You gain party experience!!
In this log, he was interrupted 9 times. That's just not right :P

So I did this query to see if size usually determined larger races. It does.

Code:
select id, name,race,size
from npc_types
where size > '6'
order by size desc, race, name
The results start out with large 'boss' npcs around size 40-50...
...the dragons 34.5,
...then the giants 26,
..then the cyclopses 25,
...Trakanon anomaly at 20.
...fire giants 18,
..and around size 15.. things start evening out. (aviaks, wyverns, etc)


Should we make it harder to push these npcs? Either that, or make them less susceptible to interrupts based on push.

For example, Lady Vox was a classic encounter that was exceptionally hard because she would cheal over and over again...because she was hard as hell interrupt by melee. She falls into the 34.5 category.

I think starting to scale up from size 10 or 12 -> would be a good idea.

Thoughts?
  #7  
Old 05-29-2013, 04:18 PM
Aeolwind Aeolwind is offline
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Quote:
Originally Posted by Lagaidh [You must be logged in to view images. Log in or Register.]
Just remember that stun-immune mobs still generated agro when stun spells were cast upon them =)
I'll read this thusly:

"Stuns still generate aggro on immune mobs"

and hope we are on the same page.
__________________
I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.

Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #8  
Old 05-29-2013, 07:50 PM
Treats Treats is offline
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I would say then the cleric mushrooms would rule out NPC size determining push distance due to successful hits.

It must have been some combination of NPC Size and NPC Level that determined the threshold for an interrupt. I would make NPC Level the most relevant though (More leniency from Level than by Size). Those mushrooms are really small compared to a Dragon/Golem/Wurm/etc.

Something like:

NPC Level 10 - 2 units push leniency
NPC Level 20 - 4 units push leniency
NPC Level 60 - 12 units push leniency
NPC Level 70 - 14 units push leniency

NPC Size 17 - 5 units push leniency
NPC Size 34.5 - 15 units push leniency

A level 55 or so Mushroom would have 15 units of push leniency and a Level 65 Dragon would have 28. These are just made up numbers though, I have no idea the relevance of distance that one unit has in regard to push.
Last edited by Treats; 05-29-2013 at 07:54 PM..
  #9  
Old 05-30-2013, 10:08 AM
falkun falkun is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
I'll read this thusly:

"Stuns still generate aggro on immune mobs"

and hope we are on the same page.
Stun should generate aggro on stun immune mobs equivalent to stuns on mobs susceptible to stun. This is why my paladin kept Stun, Cease, and Desist (when the latter two were introducted) on his spell bar long after he stopped fighting L54- mobs.
  #10  
Old 05-31-2013, 12:03 AM
Nuggie Nuggie is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Stun should generate aggro on stun immune mobs equivalent to stuns on mobs susceptible to stun. This is why my paladin kept Stun, Cease, and Desist (when the latter two were introducted) on his spell bar long after he stopped fighting L54- mobs.
I also did the same back when i was naive enough to play a pally.
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