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Old 10-08-2008, 12:51 AM
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trevius
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Join Date: Aug 2006
Location: USA
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LOL, you are completely misunderstanding the point here :P

The system you describe is already in place as their is already a level based HP regen increase hard coded into the system to match EQLive. The current system will scale up as you level, but since it matches the old live system, this is for HP regen in or out of combat. It is also a very small regen increase which is barely noticeable at all.

Then, items and buffs/bonuses/AAs get factored into your total HP regen. This is slightly better, but again, it works the same if you are in combat or out of combat. With enough HPs, you could still be waiting 20+ minutes to fully regen HPs or Mana.

A while back, a rule was added so that you could increase the total character regen by a multiplier. The rules are HPRegenMultiplier and ManaRegenMultiplier and they start at a default of 100, but you can set them up or down to increase/decrease the in/out of combat regen rates. So, lets say you get 10 natural regen on your character and you have an item that gives +10, and also a buff that gives +10, your total would be 30HP regen per tick. These rules will multiply that amount times the percent you set the rule to. Since it is set to 100 by default, 100% of 30 is still 30. But, if you set it to 50%, then 30 is reduced to 15. Or, if you set it to 200%, then 30 becomes 60 per tick. Using these rules, you can quickly adjust regen rates and they will still scale based on levels/AA/Gear/Buffs. The flaw with doing this is that it not only increases out of combat regen, but also in combat regen. So, if you set it really high, your players will regen quick while out of combat, but they will also regen very fast while fighting mobs.

My new rules only deal with out of combat regen. Let's forget about the scaling for now so I can explain the basics of it. The whole point of OOC regen is to make it so players can regen quickly to recover from a fight and start a new fight without having to wait for 20 minutes to regen. So, obviously you want them to regen at a faster rate than the normal HP regen total. To do this, we just set the rule to whatever % we want players to regen per tick. So, 1% would take 100 ticks to regen to full, which is 6(seconds)X100 = 600 seconds AKA 10 minutes. If you set it to regen 20% per tick, then it would be 100/20=5, so 5 ticks. And 5 ticks = 30 seconds, so they would regen from 0% to 100% in 30 seconds. It doesn't matter what level they are, anyone will regen at that exact rate when they are not in combat.

By scaling per level, I am talking about making regen times take longer as you level. So the idea is that regening from 0 to 100% at level 1 might only take 30 seconds, but at level 70 you could set the scaling to regen them to full in 30 seconds, or 60 seconds, or 5 minutes, or whatever you want the max level regen time to take. So low levels could regen to full very quickly, but you could set high levels to take longer to regen to 100% if you wanted it to be that way. By disabling the scaling system, a level 1 would regen in the exact time it takes a level 70 to regen from 0 to 100%.

You are also misunderstanding the max level portion of the code. It pulls that level from your rules, so it doesn't matter what your server has the max level set to, it will work exactly the same on every server. You could have max level of 10, or max level of 200 and still have exactly the same options and flexibility. So, do not worry at all about the math getting thrown off by custom servers, because it won't be. I spent a couple of hours figuring out the exact math so that it will work flawlessly in all scenarios. The equation is fairly simple now that I have it figured out, but actually creating that equation was pretty tough.

I am not sure how I can explain this to you any better than I already have. It took me a while to figure out how to do it, so it might be a little tough to grasp. But, once you get a chance to test it out, I think you will understand and agree that it works well
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