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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

10-30-2007, 06:45 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Ima look into this, I've gotten reports about this from PEQ as well.
I believe if there's a softcap it would be in the calcAC methods, tho the client calcs AC on it's own (hp, atk, endurance and mana too!) so if you change the ac calculations they wont match up to client, not that it really matters.
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10-31-2007, 02:46 AM
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Developer
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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I've been meaning to look into this on my server also. My issue wasn't with monks, as much as normal raid mobs being taken out of persistent groups.
If a group can do 30-40% damage to a mob, then wipe, they can just do that 3-4 times to get the loot. It's extremely annoying when trying to tweak encounters. Once I figured out what they were doing, it made more sense.
So yeah, I'm also very interested in seeing the out-of-combat regen for mobs adjusted. On EQLive, mobs would heal back to full after less than 30 seconds-ish of no aggro, right?
Dax
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Daxum
Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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10-31-2007, 05:02 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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If I remember correctly, long ago (around Luclin time?) mobs didn't regen so fast... since I was in one of those "wipes so often" guilds, and our nemesis were always standing by to engage our mobs after we dropped.  I remember vividly the NPC camping our corpses for at least a few minutes before wandering back to it's spawn point, and slowly regenerating it's health.
But lately, you are correct. Combat ends, mob sits there for 30 or so seconds, then runs back to it's spawn point fully healed. At least I think so. I haven't died in EQ1 recently. 
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11-01-2007, 05:53 AM
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Discordant
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Join Date: Jun 2003
Posts: 345
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When I coded the bots's raid, I've tested them on an online server with some friends. I've noticed that defeating any target was doable because of theses non-combat regens. What you had to do is to spawn your bots, create your raid, attack your target while you were hidding around. Then, once all your bots were dead, you spawned them again, created your raid and attacked your target. At the end, you won..
To change that, and to give a real challenge, I've added a WoW like regen. If the mob isn't engaged, it is fully healed. It's easily doable by updating the Mob::AI_Process() function in the "I'm not engaged" part.
Now, as it's giving a real challenge, it's not like Live. I even don't know how it works on Live theses days. When I played, though, I remember that the regens weren't so fast.
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11-01-2007, 06:23 AM
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Hill Giant
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Join Date: Oct 2006
Posts: 248
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i can say, up to the release of LDON, mob regens out of combat were probably in the range of 3-5 x what toons would regen.
i played a monk for several years on and off, and using FD was only good for getting out of combat so you could bandage up and try again, from 100% mob health.
i'm not sure if they changed that after LDON.
the only way i know of FD kiting (back then) being even remotely usable was if you had several regens stacked on the monk (e.g. fungi, sham/dru regen, augments, AA's, etc.)
a realistic out of combat regen rate that would mimic close to Live (back then) and remove the FD kiting exploit would probably be in that range (x3 to x5 or so, give or take).
== sfisque
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11-01-2007, 10:20 AM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Regen's not being loaded properly from the DB, I'll also add a rule or something for a % OOC regen or something when I fix it.
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11-02-2007, 12:30 AM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Yes, regen values from the db working properly would go a long way towards helping this situation.
Thank you.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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