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Forum: Development::Development 04-10-2016, 10:42 AM
Replies: 8
Views: 76,534
Posted By Torven
Player vs. Player Mitigation Before I get...

Player vs. Player Mitigation

Before I get into the mitigation data, I need to explain some things.

In EverQuest, melee damage rolls are one of twenty possible values. (I assume this is loosely...
Forum: Development::Development 04-10-2016, 10:40 AM
Replies: 8
Views: 76,534
Posted By Torven
EverQuest Melee Combat Routines Analyzed and Modeled

Hi again. For those that do not know, I am a developer at The Al'Kabor Project. TAKP is an emu that aims to replicate EverQuest's early Planes of Power era.

This document is everything that I've...
Forum: Development::Development 09-04-2015, 03:28 PM
Replies: 18
Views: 94,308
Posted By Torven
Stumbled upon this post...

Stumbled upon this post (http://www.elitegamerslounge.com/home/soearchive/viewtopic.php?p=2580587#p2580587) from Prathun which I think is worth including here.



I'm guessing 'spell innates' are...
Forum: Development::Development 09-01-2015, 08:15 AM
Replies: 18
Views: 94,308
Posted By Torven
I've made some recent discoveries that invalidate...

I've made some recent discoveries that invalidate my last post. I jumped to a conclusion with insufficient evidence.

The reason why those AoEs hit high resist characters is not due to a resist...
Forum: Development::Development 08-31-2015, 09:32 AM
Replies: 18
Views: 67,072
Posted By Torven
I've been measuring NPC ignore distances on Live...

I've been measuring NPC ignore distances on Live for TAKP since we're about to launch Kunark. Here's the list:

soldunga 600
soldungb 600
guktop 600
gukbottom 600
fearplane 600
everfrost 600...
Forum: Development::Bug Reports 07-25-2015, 09:42 PM
Replies: 11
Views: 12,914
Posted By Torven
I've been dreading trying to figure out how AC...

I've been dreading trying to figure out how AC and atk function and was sort of hoping Daybreak would spill the beans on these to save me the trouble.

One thing I can say however, is that most of...
Forum: Development::Development 07-23-2015, 06:19 AM
Replies: 18
Views: 94,308
Posted By Torven
I made a discovery since my last reply that is...

I made a discovery since my last reply that is significant and I want emus to be aware of it.

Sony implemented a way of overriding the resist adjust for NPC casted spells on a per-NPC basis. This...
Forum: Development::Development 07-23-2015, 05:10 AM
Replies: 18
Views: 67,072
Posted By Torven
I'm going to append new discoveries in replies. ...

I'm going to append new discoveries in replies.

Clickable items such as such as the midnight mallet and puppet strings are also subject to the same 400 hate cap.

This is a significant balance...
Forum: Development::Development 07-22-2015, 02:36 AM
Replies: 18
Views: 67,072
Posted By Torven
If you've read the first post, reread it because...

If you've read the first post, reread it because I rewrote it, adding a lot of new information and correcting some errors.
Forum: Development::Development 07-02-2015, 01:27 AM
Replies: 18
Views: 67,072
Posted By Torven
EQLive Hate List Logic and Spell Hate Values

This fourth installment of my series on game mechanics is about NPC hate/aggro.

There has already been a lot of research done on this topic. The old forum posts can be useful as means to verify...
Forum: Development::Development 04-17-2015, 05:49 AM
Replies: 18
Views: 19,539
Posted By Torven
Btw, I wrote some bolt spell logic to require the...

Btw, I wrote some bolt spell logic to require the player to aim his/her avatar at the target and to prevent bolt spells from going through walls for TAKP, if anybody is interested.
...
Forum: Development::Development 10-25-2014, 07:53 AM
Replies: 13
Views: 69,085
Posted By Torven
I'm a bit sad to not see a reply to this post,...

I'm a bit sad to not see a reply to this post, because certain inaccuracies are hugely imbalancing to the game on emu servers right now, and preventing me from some database entry work.

Having a...
Forum: Development::Development 09-26-2014, 05:58 PM
Replies: 18
Views: 94,308
Posted By Torven
So as I mentioned before, the purpose of my...

So as I mentioned before, the purpose of my plotting resist curves was to find a way of estimating mob resist values with a high degree of accuracy. I'm pleased to say I've had much success in that...
Forum: Development::Development 09-26-2014, 02:20 PM
Replies: 27
Views: 51,369
Posted By Torven
More oddities: I found a rogue NPC that was...

More oddities: I found a rogue NPC that was bashing instead of backstabbing, and a cleric that didn't bash. These appear to not be tied to a NPC's class and set separately in SOE's code.

Ramp,...
Forum: Development::Development 09-20-2014, 08:29 AM
Replies: 27
Views: 51,369
Posted By Torven
Been parsing more NPCs to fill out my spreadsheet...

Been parsing more NPCs to fill out my spreadsheet and I noticed something odd. It appears that rampage can reset the bash timer on live too, however it doesn't always do so, even from the same NPC....
Forum: Development::Development 09-10-2014, 07:51 PM
Replies: 27
Views: 51,369
Posted By Torven
The parser handles ripostes by ignoring the hit...

The parser handles ripostes by ignoring the hit above any riposte message.

From those parses I can tell that the mob is mitigating slow to about 25% normal effectiveness.

Post-turgur's bash...
Forum: Development::Development 09-09-2014, 05:22 PM
Replies: 27
Views: 51,369
Posted By Torven
Oh yes, backstab. How could I forget. NPC...

Oh yes, backstab. How could I forget. NPC backstab delay is 10 seconds.

This is from Al'Kabor, but I highly doubt SOE changed the delay:

Torrin DB DI collecting 1.txt 20073 [Fri Nov 01...
Forum: Development::Development 09-09-2014, 06:14 AM
Replies: 27
Views: 51,369
Posted By Torven
I'm about as certain as can be at that 8 second...

I'm about as certain as can be at that 8 second number. I've parsed many, many logs and it's always 8 seconds (unslowed/unhasted). In fact I use bash delays to determine slow mitigation values...
Forum: Development::Development 09-08-2014, 11:54 PM
Replies: 27
Views: 51,369
Posted By Torven
I have a big correction to make. EQ Emulator is...

I have a big correction to make. EQ Emulator is not currently changing the bash timer when you adjust a NPC's attack rate. I made this error because Cavedude globally reduced the attack rate of...
Forum: Development::Development 09-08-2014, 10:18 PM
Replies: 18
Views: 94,308
Posted By Torven
I just ran your code and it has the same problem...

I just ran your code and it has the same problem mine had before I changed spell_effects.cpp.

If you cast a low level DD spell on a mob with near-immunity, it will do zero damage, show no...
Forum: Development::Development 09-08-2014, 08:00 PM
Replies: 27
Views: 51,369
Posted By Torven
What, my other two walls of text weren't worth...

What, my other two walls of text weren't worth reading? :P

I'm using the TAKP codebase and Cavedude added some things to #showstats there. One of which is NPC attack delay. This makes testing...
Forum: Development::Development 09-08-2014, 06:32 PM
Replies: 18
Views: 94,308
Posted By Torven
I noticed you didn't update spell_effects.cpp to...

I noticed you didn't update spell_effects.cpp to prevent 0 damage spells. Did using a float literal when subtracting partial_modifier prevent those? I didn't think to do that because C++ isn't my...
Forum: Development::Development 09-07-2014, 01:56 AM
Replies: 27
Views: 51,369
Posted By Torven
NPC Attack Rates Explained

In this post, I will detail everything I know about NPC rates of attack and offer a few recommendations as to how EQ Emulator can be made to be a more accurate recreation of EQLive.


Attack Rate...
Forum: Development::Development 08-31-2014, 01:57 AM
Replies: 13
Views: 69,085
Posted By Torven
NPC Double Attack and Dual Wield Chance Parses

Hello again. My second thread will be about NPC double attack and dual wield chance.

Data Collection Methods and Tools

Parsing logs is sort of my thing. Scripts to count up resists aren't the...
Forum: Development::Development 08-27-2014, 05:54 PM
Replies: 18
Views: 94,308
Posted By Torven
I have a proposed fix. I suppose I should have...

I have a proposed fix. I suppose I should have done this before posting, but I'm trying to keep my tasks narrowed to data collection.

Change the end of Mob::ResistSpell() to this:

//Finally...
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