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View Full Version : Game Mechanics: Consolidated Loraen Bugs


Splorf22
08-31-2013, 07:29 PM
I don't want to continually bump each one, and none of them have ever been addressed by a dev, so I'm putting them in one thread to make it convenient to ignore :D I think put together these are pretty substantial game balance changes and for the most part they would be fairly easy to fix.

The Warrior Epic should proc an AC/ATK debuff, and give +30HP/sword

The best evidence for this is http://www.castle-grounds.co.uk/eq/epiclink.htm (which also suggests that a number of other epics are giving too much hp/mana).

The Blade of Stategy Proc is also Fire based, and is 100DD as well reducing a Mobs ATK by 40 and their AC by 11 for 2 minutes. The Blade of Tactics is a right clickable effect, which increases Dex by 40, ATT by 30, and AC by 12. This also lasts 2 minutes.
I also guessed that procs were causing too much hate, but that may be time-line accurate as it seems proc/spell aggro was substantially reduced by Verant around Feb/2001 (probably the same patch the warrior epic proc was changed).

Full thread: http://www.project1999.org/forums/showthread.php?t=120110

AC is probably bugged

I tested Sakuragi against the cliff golem with and without a 40AC shield. Result: I took 3% more damage with the shield on; the sample size was about 150 hits in both cases. I realize there is a lot of randomness here but most people feel that AC is just not appropriately awesome. The best evidence for classic AC effectiveness IMO comes from Kavhok's post on the Luclin AC nerf:


Class War Pal Mnk
Level 51 51 51
Raw Item AC 184 181 107 (effective: 163)
Avg Hit 72.6 72.9 74.6
% Hits for Max 10.2% 10.5% 11.5%

Class War Pal Mnk (prenerf)
Level 60 60 60
Raw Item AC 296 281 163 (effective: 228)
Avg Hit 107.3 109.9 113.6

Class War Pal Mnk (postnerf)
Effective: 295 281 195
Avg Hit 106 108.9 121.3


Going from 195 to 228 was good for a huge 6.5% reduction in damage. Going from 228 to 289 was good for an additional 5.5% reduction in damage. If there is some sort of diminishing returns (logical) then going from 155 to 195 as I did in my test should be MORE than 6.5% (40 vs 33, and in a higher part of the curve). That's well out of the range of error of the test. Again, these are the kind of numbers that make sense. AC was supposed to be good; no one would have figured out how to stack AC if +40AC was a 2-3% decrease in damage.

Also the Iksar bonus should apply to mitigation, not avoidance. Full thread: http://www.project1999.org/forums/showthread.php?t=118766

Ixiblat Fer is immune to Memblur

I tried casting on Ixiblat and got no message and no effect. I'm guessing that this is because of the great memblur griefing in VP. Nonetheless, memblur is supposed to work on raid mobs:

http://www.thesteelwarrior.org/forum/archive/index.php/t-1679.html

Full thread: http://www.project1999.org/forums/showthread.php?t=114214

We tried this in Sky on the Spiroc Lord (would be extremely useful to get someone other than the MT DTed) and again, no message.

Mage Pets are not casting nearly enough

I did a test which showed the earth pet going up to 1 minute between roots. Treats confirmed that on EQ mac pets are casting 2-3x as often.

Full thread: http://www.project1999.org/forums/showthread.php?t=107938

Resists should cap at 255

I have lots of quotes but the best evidence here is http://innoruukguildalliance.yuku.com/topic/940/Killing-Severilious-EJ-Dragon-is-possible#.UiJ4xuW9E9Y, which is an actual raid guide from the Kunark era.

Resists past 255 don't matter, there's a cap at that point. Used to be that it would roll over, so that if you got 256 PR, you really only had 1. And we wondered why Trak would always land his ae on us =p

Nirgon claims that he talked to a dev who said it was a bit more complicated (252 cap for L60 with strange effects) but I would be pretty satisfied with a straight 255 cap.

I don't have as much evidence for this one, but I also think the level adjustment for PCs is way off. With 255 PR (105 effective) a L60 should still be resisting maybe 50% of Trakanon's AOEs. What this means is that ordinary trash mobs are landing way way way too many spells.

Full thread: http://www.project1999.org/forums/showthread.php?t=98648

Charmed pets should drop weapons on death

Apparently everyone agrees about this one, but it's been on the todo list since 2010.

http://www.project1999.org/forums/showthread.php?t=11412
http://www.project1999.org/forums/showthread.php?t=11427

2H swing hate is probably wrong

Based on http://www.project1999.org/forums/showthread.php?t=39361, melee hate is always damage_bonus+weapon_damage per swing. Treats calculated some actual modifiers there of 1.1 for 2H and 0.7 for 1H, but I'm guessing that was the great 2H boost in late Velious or so. Anyway, currently on P1999 the 1H modifier is 1.0 and the 2H is 0.7. I can't really think of any reason for 2H to get an actual penalty for swing hate.

Full thread: http://www.project1999.org/forums/showthread.php?t=88535

Many incorrect charm/mez immunities

Basically, the only flag prior to late Velious should be MR immune, which most bosses were.

NPCs that were highly magic resistant in order to make them immune to certain spells can now be given specific immunity to those spells. This means that they can be made immune to critical spells, as intended, and still be generally less resistant to magic. Players will receive a message similar to the one that is already given for Mesmerization spells when they cast a spell on an NPC that it is specifically immune to.

This is why Necromancers were crying about their lifetaps. What this also means is that there are also sorts of mobs with non-classic immunities to this or that spell (Chottal being immune to Rapture, everything in Sky being snare/charm immune, etc).

Full thread: http://www.project1999.org/forums/showthread.php?t=85136

One hundred blows effect seems off

Full thread: http://www.project1999.com/forums/showthread.php?p=1233698

Iksar should get planes armor

Well OK, that's not a bug, but 2.5 years of sebilite scale sucks :(

spoils
08-31-2013, 10:22 PM
great scott this is good stuff!

khanable
09-01-2013, 12:35 PM
Nice. Make it classic!

Splorf22
09-03-2013, 06:22 PM
^

pasi
09-03-2013, 06:46 PM
Can you add retrieving weapons from charmed pets to this list - I'm sad you gave up that cause.

Splorf22
09-05-2013, 11:08 AM
Fair enough!

Nirgon
09-05-2013, 11:13 AM
Wish this was in next patch. I had Nilbog pretty much ready to make the resist cap 255 in my thread on it. God I wish he would!

pasi
09-05-2013, 01:54 PM
I think the resist patch is a lot to tackle than simply capping resists at 255.

Theres the whole resist mods being server side and a lot of Dragon AEs not having resist mobs until after the modifier patch (read: not all), You have a database so this shouldn't be THAT hard.

However, player resists seem very weak. There's a ton of PvP posts about this, but I think it also extends to PvE and is simply a matter of player resists. I walk around with 175 MR and still eat full magic nukes all the time in Sebilis. Even If I'm trying to OT off a Spectral Keeper outside Sebilis, I'm still eating occasional full Smites and Wraths at 175MR and a 20+ level advantage.

Nirgon
09-05-2013, 02:45 PM
The worst is the light blue froglok jin shamans coming at you hard with their frost nukes on 140+ MR.

But on the real.

Many people don't have over 255 MR, even on raids. So this is just a quick step in the right direction (esp for Velious, hi to the lots of dragons there).

I don't want to bug the devs here with a resist system overhaul and testing, but at the same time.. someone using bard songs + pots shouldn't be able to successfully use 350+ resist against a raid mob.

Splorf22
09-05-2013, 03:54 PM
I think spells are landing on PCs more easily than live, but I have no real evidence of that, so I'm not pushing too hard there.

Nirgon
09-05-2013, 04:08 PM
Other things more important than getting super granular on spell resists in PvE atm.

Like low hp aggro changes / by proximity adding to hate list.

Fianna
09-05-2013, 07:27 PM
Based on information that can be found on the site you linked in OP, the Enchanter Epic clicky should be instant cast/recast. Wow, is this really true?

http://www.castle-grounds.co.uk/eq/epiclink.htm

This spell increases attack speed by 66%, Agility by 40, Armor Class by 12, and has three times the stamina regen of the original augmentation spell. It is instant cast and recast, and is right clickable.

As for the epics giving too much hp/mana, it also says:

The Patch dated the 15th November changed the Shaman's Spear of Fate by increasing the damage/delay, and adding more Mana, the Rogue's Ragebringer by adding more hp's, and the Monks Celestial Fists with regards to the haste type and damage/delay to our Fists.

khanable
09-05-2013, 09:26 PM
Yea, enchanter epic was originally instant cast.

It was also 15int/40mana

I tried searching long and hard for when these were changed.. I can only guesstimate.

Splorf22
09-05-2013, 10:29 PM
Part of the problem is that we have such a fucked up timeline. Like changes that happened 1 day before Velious was released have already been made here, while changes that happened 1 day after Velious was released won't be made for months.

IMO it makes more sense to use the 'from kunark release' timeline for things like the epic, donals BP nerfs, iksar planes armor, etc. But that's not likely to happen.

spoils
09-06-2013, 04:45 PM
Yup and bump for a good thread

Splorf22
09-10-2013, 11:57 AM
^

Splorf22
09-17-2013, 01:22 PM
!

cs616
09-17-2013, 03:13 PM
Charm pets used to drop weapons on p99 but it was patched out. Not sure on the reasoning, but I definitely remember necros and enchanters ripping up Lguk with pets wielding raid level weapons like CT cleric mace in classic here. Sure there are others who can confirm.

Rhun
09-20-2013, 06:36 PM
I noticed it too that mage pets arent nearly casting as much as they are supposed to. Cost me quite a few lives and burns much more mana.
Very obvious on the water and earth pet. Water pet normally does a lot more damage with its DD, thus holds better aggro, and earth pet casts its root more often, thus saving you from death more often. :P

I also think the swords of runes proc far less than they did on live.

Aeolwind
09-23-2013, 02:12 PM
Charm pets used to drop weapons on p99 but it was patched out. Not sure on the reasoning, but I definitely remember necros and enchanters ripping up Lguk with pets wielding raid level weapons like CT cleric mace in classic here. Sure there are others who can confirm.

That is how I ended up with one of my Dawnfire's lol.

I seem to remember why this was broken, and it was a binary byproduct of some other fix. (Fixing one, breaks the other, regardless)

Splorf22
10-09-2013, 03:55 PM
!

diplo
10-09-2013, 04:43 PM
bump for my greedy need. and hey loraen B)

Mage Pets are not casting nearly enough

I did a test which showed the earth pet going up to 1 minute between roots. Treats confirmed that on EQ mac pets are casting 2-3x as often.

Full thread: http://www.project1999.org/forums/showthread.php?t=107938

Splorf22
11-05-2013, 04:36 PM
monthly bump

I know Nilbog mostly focuses on content but I think a lot of these are important things to fix before Velious

Melissa
11-05-2013, 07:50 PM
Oh noes! The beloved war epic is going to be nerfed!

pallius
11-16-2013, 01:36 AM
AC super important

Mirana
11-18-2013, 09:56 AM
Any confirmation that the AC issues have been acknowledged? I understand everyone is busy. I'm just hoping we can get some sort of clarity on the situation. Even if the answer is "AC is screwed and we don't think we can fix it," that would allow us to gear accordingly.

Splorf22
11-23-2013, 01:14 PM
the one month bump!

Velerin
12-10-2013, 03:31 PM
I noticed the post regarding pet casting intervals is closed.
http://www.project1999.com/forums/showthread.php?t=107938
It's a great post showing plenty of evidence that pets need to cast more here. It would really help with their lackluster aggro I think as well.

Great compilation of bugs here and wanted to give all the issues a bump as well!

Trax
12-14-2013, 04:27 AM
Resists should cap at 255

I have lots of quotes but the best evidence here is http://innoruukguildalliance.yuku.com/topic/940/Killing-Severilious-EJ-Dragon-is-possible#.UiJ4xuW9E9Y, which is an actual raid guide from the Kunark era.



Nirgon claims that he talked to a dev who said it was a bit more complicated (252 cap for L60 with strange effects) but I would be pretty satisfied with a straight 255 cap.

I don't have as much evidence for this one, but I also think the level adjustment for PCs is way off. With 255 PR (105 effective) a L60 should still be resisting maybe 50% of Trakanon's AOEs. What this means is that ordinary trash mobs are landing way way way too many spells.



I've been saying this for two years. Finally someone else posts about it. I used to roll with 240-250 MR, FR, or DR (depending on which VP dragon it was) on live during Kunark, and I would almost always resist their AE's. The problem was going over 255 which caused your resist checks to bug making them mostly ineffective.

I'd be happy to even see a 75% resist chance at 255, with a much lower resist chance if you go over the "cap".

Splorf22
12-15-2013, 12:43 AM
I see that the devs have locked all of my other threads.

TINFOIL HAT ENGAGED BROS

skipdog
12-16-2013, 03:34 PM
this thread deserves a bump. appreciate the work put into this compilation!

Byrjun
12-21-2013, 01:42 PM
That is how I ended up with one of my Dawnfire's lol.

I seem to remember why this was broken, and it was a binary byproduct of some other fix. (Fixing one, breaks the other, regardless)

IIRC it broke when the Lynuga exploit was fixed. It had something to do with charming her and turning in rubies, then you could kill her and get the rubies back, which duped plat. So I *think* charmed NPCs were patched to not drop anything you give them to get around the exploit.

Splorf22
12-21-2013, 09:58 PM
Ah this does make a great deal of sense, and could be exploited for . .. well anything really. Do quest, kill NPC, get items back, repeat. Hell I could see people killing the fucking efreetis to get their brass knuckles back . . . well if they didn't despawn on quest turnins . . . which makes me wonder?

Anyway it would be an easy fix, just clear an NPC's inventory after a successful quest.

pharmakos
12-21-2013, 10:05 PM
yeah, they handled that on live without having to completely turn off looting items handed to NPCs. seems to me like that was a lazy fix.

Velerin
01-13-2014, 07:14 PM
Bump for a great consolidation of fixes needed.