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Old 10-31-2015, 08:27 PM
Morningbreath Morningbreath is offline
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Default Bard instrument effects

I know Mistmoore Drums make Selo's faster but do the other dropped instruments increase effects of other spells? Would a Lute of the Gypsy Princess increase health regen more than the guild vendor lute?
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Old 11-01-2015, 03:46 AM
falkun falkun is offline
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Location: Ruins of Old Sebilis
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Everything except binary effects (invis, Levi, etc), mana regen, slow, and haste are improved by the appropriate instrument. You can improve resists, dot damage, snare, run speed, damage shield, lull chances, debuffs, health regen.
  #3  
Old 11-01-2015, 04:17 PM
Fasttimes Fasttimes is offline
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Quote:
Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Everything except binary effects (invis, Levi, etc), mana regen, slow, and haste are improved by the appropriate instrument. You can improve resists, dot damage, snare, run speed, damage shield, lull chances, debuffs, health regen.

Some are capped tho for: snare from epic and my vp lute is the same.
  #4  
Old 11-02-2015, 02:13 PM
lakedoo23 lakedoo23 is offline
Aviak


Join Date: Oct 2014
Posts: 56
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From what I gathered of the stats on the instruments <type>:<modifier>

Mistmoore Battle Drums:
Percussion Instruments: 21

21 = 2.1 or 210%

at level 5 running Selo's will boost your run speed 20%, if you have a mistmoore battle drum equipped it will amplify your song by 210% effectively giving you 42% run speed.

The same should hold true for the Lute of Gypsy Princess and the using a song like Hymm of Restoration.

Lute of the Gypsy Princess:
Stringed Instruments: 21

at level 6 the hymm gives 2 per tick, if the LotGP is equipped it should provide 4 (4.2) hitpoints per tick I assume this will be rounded down.




You can easily test this with the damaging songs.

http://wiki.project1999.com/Mistmoore_Battle_Drums
http://wiki.project1999.com/Selo%27s_Accelerando
http://wiki.project1999.com/Hymn_of_Restoration
http://wiki.project1999.com/Lute_of_the_Gypsy_Princess
Last edited by lakedoo23; 11-02-2015 at 02:15 PM..
  #5  
Old 11-02-2015, 02:25 PM
lakedoo23 lakedoo23 is offline
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Posts: 56
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Unless the p1999 folks changed something this is the piece of code from eqemu where the modifier is checked.

// this doesn't actually need to be a song to get mods, just the right skill
if (EQEmu::IsBardInstrumentSkill(spells[spell_id].skill) &&
spells[spell_id].effectid[effect_id] != SE_AttackSpeed &&
spells[spell_id].effectid[effect_id] != SE_AttackSpeed2 &&
spells[spell_id].effectid[effect_id] != SE_AttackSpeed3 &&
spells[spell_id].effectid[effect_id] != SE_Lull &&
spells[spell_id].effectid[effect_id] != SE_ChangeFrenzyRad &&
spells[spell_id].effectid[effect_id] != SE_Harmony &&
spells[spell_id].effectid[effect_id] != SE_CurrentMana &&
spells[spell_id].effectid[effect_id] != SE_ManaRegen_v2) {

int oval = effect_value;
int mod = ApplySpellEffectiveness(caster, spell_id, instrument_mod, true);
effect_value = effect_value * mod / 10;
Log.Out(Logs:[You must be logged in to view images. Log in or Register.]etail, Logs::Spells, "Effect value %d altered with bard modifier of %d to yeild %d",
oval, mod, effect_value);
}


int32 Mob::ApplySpellEffectiveness(Mob* caster, int16 spell_id, int32 value, bool IsBard)
{

// 9-17-12: This is likely causing crashes, disabled till can resolve.
if (IsBard)
return value;

...
}

So it appears that if it's a bard the instrument_mod value is just passed back and then calculations are performed on that... effect_value * mod / 10 (21 / 10 = 2.1)

Perhaps a deeper dive than needed but I thought it was interesting.
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