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Posts Made By:
Torven
Forum:
Development::Development
06-08-2025, 03:22 AM
Replies:
3
Charm, Root and Lull Resist Mechanics
Views:
46,763
Posted By
Torven
I have an update to this thread as I've done...
I have an update to this thread as I've done extensive research on the original resist system over the last year, and some of the findings apply to modern EQ. See my new thread about it, which has...
Forum:
Development::Development
06-05-2025, 04:25 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
// CheckResistSpell() from November 29 2000...
// CheckResistSpell() from November 29 2000 client. Decompiled with Ghidra
// Note that many of the subclass references and NULL checks were removed for readability
// Also note that the compiler...
Forum:
Development::Development
06-05-2025, 04:23 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
// CheckResistSpell() from March 21 2000 client....
// CheckResistSpell() from March 21 2000 client. (a month before Kunark launch) Decompiled with Ghidra
// Note that many of the subclass references and NULL checks were removed for readability
//...
Forum:
Development::Development
06-05-2025, 04:20 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
I will paste my translations of several resist...
I will paste my translations of several resist function decompiles here for convenience. These and more are found on my public Google Drive.
// CheckResistSpell() from February 16 1999 client....
Forum:
Development::Development
06-05-2025, 04:16 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
Noticeably Absent Things The Six Level Limit...
Noticeably Absent Things
The Six Level Limit (1.25x Limit)
The "six level limit" was a 1.25x level limit with a minimum of 5 hittable levels above the caster. At 6 or more levels above the...
Forum:
Development::Development
06-05-2025, 04:09 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
Bash Resists and Stun Immunity Bash and kick...
Bash Resists and Stun Immunity
Bash and kick stuns aren't spells but since we found the logic in the client and it's somewhat similar I'll go over it here.
The chance to 'resist' a bash stun is...
Forum:
Development::Development
06-05-2025, 04:04 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
Lulls Lull spells before the September 4...
Lulls
Lull spells before the September 4 2002 patch were almost useless. Similar to bard mez only worse, they were effective at earlier levels then the resist rate ramped up considerably to an...
Forum:
Development::Development
06-05-2025, 03:59 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
Hardcoded Immunities and Spell Level Limits ...
Hardcoded Immunities and Spell Level Limits
Various spell immunities are in the decompiled resist function. This confirms a lot of what was common knowledge but it also provides hard evidence for...
Forum:
Development::Development
06-05-2025, 03:57 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
The Bard Proc Exploit I don't know when this...
The Bard Proc Exploit
I don't know when this was discovered, but in 2002 it was publicly known that bards could stack tash debuffs with enchanters by using proc weapons. A couple of Safehouse...
Forum:
Development::Development
06-05-2025, 03:52 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
What Qualifies As Partialable In Classic ...
What Qualifies As Partialable In Classic
When spells resist, they're either all-or-nothing, or partialable meaning they may do damage between 100% and zero. Partial spells have an easier time...
Forum:
Development::Development
06-05-2025, 03:48 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
Partial Damage PoP and later era EQ has two...
Partial Damage
PoP and later era EQ has two resist scales: 0-199 and 0-599. All-or-nothing spells use the 0-199 scale and partial damage spells (DDs) use the 0-599 scale. Meaning the spells...
Forum:
Development::Development
06-05-2025, 03:39 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
A Resist Softcap? The September 4 2002 patch...
A Resist Softcap?
The September 4 2002 patch note includes this: "Previously, there was only the smallest benefit to having resists over a certain value" which suggests a softcap of some kind. ...
Forum:
Development::Development
06-05-2025, 03:34 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
Resist Caps and Lures The third most...
Resist Caps and Lures
The third most significant discovery in the decompiles is the existence of resist caps. There are a lot of old comments which speculate about a resist cap before Planes of...
Forum:
Development::Development
06-05-2025, 03:32 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
The Tick Save Resist Floor (Charm, Root, Blind,...
The Tick Save Resist Floor (Charm, Root, Blind, Fear)
As I mentioned previously, spells with tick save throws also have their own resist floor just for the tick saves, which is 5. This or the...
Forum:
Development::Development
06-05-2025, 03:31 AM
Replies:
13
A Comprehensive Study of EverQuest's Classic Resist System
Views:
1,211
Posted By
Torven
A Comprehensive Study of EverQuest's Classic Resist System
Over the last year I've been spending a lot of time trying to figure out as much of EverQuest's original resist system as I could and this document will detail my knowledge of it. This research is...
Forum:
Development::Development
09-06-2024, 04:04 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
I found some old claims regarding pet experience...
I found some old claims regarding pet experience in groups that I think are credible and worth documenting here.
A guy using the handle "TedtheChanter" posted on enchanter class forums and he...
Forum:
Development::Development
09-04-2024, 02:44 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
I will be posting addendums when I encounter...
I will be posting addendums when I encounter evidence worth documenting. I discovered this about charm recently:
Before the May 8 2001 (mid-Velious era) patch, charmed NPCs and their targets kept...
Forum:
Development::Development
05-26-2024, 05:23 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
Sources and Research My experience...
Sources and Research
My experience spreadsheet which has a lot of data (e.g. known exp gains) used to figure out Sony's formulas; also Quest Exp:...
Forum:
Development::Development
05-26-2024, 05:20 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
High Level Kill Bonus Experience (MLM) Near...
High Level Kill Bonus Experience (MLM)
Near the end of Luclin, Sony added a very large experience bonus to higher level kills. This radically changed the meta for efficient leveling after level...
Forum:
Development::Development
05-26-2024, 05:17 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
Quest Exp Quest experience is simple since...
Quest Exp
Quest experience is simple since it is merely a constant value per quest (but with a cap) and is sent over the wire to the client in packets. Better still, the recent addition on...
Forum:
Development::Development
05-26-2024, 05:15 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
Pets Pets used to take experience if they...
Pets
Pets used to take experience if they did the majority of the damage to killed mobs. Mid-Luclin this was changed to pets taking experience only if they did 100% of the damage, but if they did...
Forum:
Development::Development
05-26-2024, 05:12 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
Group Splits and Raid Exp Originally...
Group Splits and Raid Exp
Originally experience was split based on the total experience of the players, not their levels. This was mentioned in the January 2001 Producer's Letter by Gordon Wrinn:...
Forum:
Development::Development
05-26-2024, 05:10 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
Light Blues and NPC Consider Color Effect on Exp...
Light Blues and NPC Consider Color Effect on Exp Gains
The following applies to EverQuest prior to Serpent's Spine.
For the most part, consider colors have no bearing on the experience gained...
Forum:
Development::Development
05-26-2024, 05:08 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
86,231
Posted By
Torven
A Treatise on EverQuest's Experience Calculations
This treatise covers everything I understand about EverQuest's experience calculations. My research focus is older eras of EQ (up though Planes of Power) but much of it is still relevant to Darkpaw...
Forum:
Development::Development
02-17-2024, 07:51 AM
Replies:
13
NPC Double Attack and Dual Wield Chance Parses
Views:
52,600
Posted By
Torven
Recently I've done some more old EQ pet research...
Recently I've done some more old EQ pet research and I'm posting the conclusions here. I'll include some of the previous conclusions with it as well as some skill caps I've figured out previously...
Showing results 1 to 25 of 76
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