Aadill
01-13-2011, 06:58 PM
If someone would like to remake the thread with only the facts summarized, it might get read. No one is sifting through an 8 page pissing match to get to the real data.
is this classic? 100% hit rate?
http://i55.tinypic.com/2h66a0z.png
http://i53.tinypic.com/2eupzqg.png
backstab miss rate on the same series of FGs
I think you're on to something. While messing around on my 48 monk for about 20 minutes I saw flying kicks only fail to connect on blocks, dodges, ripostes, parries. I haven't seen any "misses" from flying kick despite about 10 failed flying kicks.
http://i53.tinypic.com/6p5n9i.png
entire fear raid
Sochin
http://i53.tinypic.com/kqcyb.png
Azeth
http://i55.tinypic.com/ogvvao.png
I take back everything I said. I noticed I was missing a chat filter to double check, and kicks won't miss, only on blocks,parries and rips. So I'm landing kicks unless NPC's roll those 3 misses.
So wtg outing monks! I hate you!
Not classic parses here, but 100% accuracy has to be wrong. There's more evidence that points towards it being a skill that isn't next to impossible to block... here's what I've found thus far:
http://monklybusiness43508.yuku.com/forum/viewtopic/id/291
Here's one from about 05. It shows 65% accuracy overall for Flying Kick, which is just about the same for backstab as it currently is on this server.
Here's another one, from 2003. Same overall accuracy. This one was over the course of 7 hours of fighting.
http://www.thesteelwarrior.org/forum/showpost.php?p=52781&postcount=9
Even this post also indicates approximately a 60-70% accuracy rating (2008).
https://docs.google.com/View?docid=dcwr8bv8_6dkss4wf7&pli=1
Here's some information regarding skill caps that may be affecting accuracy (also this might be a good source for all melee damage stuff if anything has been off, as well):
http://forums.station.sony.com/eq/posts/list.m?start=0&topic_id=61984#753908
(I don't know if flying kick is maxed at 200 on this server or not, but it is according to this post).
That's some good infoz! As I said I don't remember FK having the ability to miss or not. Looks to me like it did, and as such should be changed.
Melee damage, in general, still needs to be looked at though. Damage distribution is not quite classic (Kunark Beta: Mechanics Forum - Melee Damage Thread (http://www.project1999.org/forums/showpost.php?p=187515&postcount=149)) The 1st graph in that post is from kunark era. Second graph is a smaller data sample, but still somewhat telling. I think if melee damage were fixed to be more classic then everyone's damage would go down a little. I'm still working on a sample size near what that guy did in kunark. Its not so easy since there seems to be a completely different damage table for both fear and sky (Another post, same thread (http://www.project1999.org/forums/showpost.php?p=190744&postcount=163)) on live p99 right now. Doesn't help that work has been crazy busy! I need more data and on similar mobs so the testing is done in a vacuum. I pretty much just need more hate runs. Seems to be the best place to do these sorta parses.
Timzilla: Don't go hating on Aadill's research for not being perfectly classic. The vast majority of EQ's combat system stayed the same for a very long time. I'd wager that, in regards to FK miss rates, his links were just as valid in 1999-2001 as they were in 2003-2005.
If you really break down the statistical math regarding monks landing 100% of flying kicks @ 40 damage minimum, versus a hypothetically changed accuracy rate of 60-65% and minimum of 1 damage on flying kick, you're looking at a critically weaker class. Which, unfortunately is classic.
Accuracy on live indicates approximately 60-70% without +accuracy item increase.
Furthermore, the original description of the thunderkick discipline went something like this:
THUNDER KICK (Level 52): When this discipline is activated, the next successful flying kick will do additional damage. The base reuse time for this discipline is 9 minutes, and will decrease as the monk gains additional levels.
http://www.eqvintage.com/links/melee-disciplines-2/
This indicates that the next time a flying kick connects, it would increase the damage of the kick. If the kick doesn't connect, it wouldn't (or it would use the disc and you wouldn't get the damage bonus till the next reuse timer). This implies accuracy is not supposed to be 100%. Again, considering Verant's original mantra of "nothing is certain," why would they leave a disc up to uncertainty if the melee attack used was certain?
is this classic? 100% hit rate?
http://i55.tinypic.com/2h66a0z.png
http://i53.tinypic.com/2eupzqg.png
backstab miss rate on the same series of FGs
I think you're on to something. While messing around on my 48 monk for about 20 minutes I saw flying kicks only fail to connect on blocks, dodges, ripostes, parries. I haven't seen any "misses" from flying kick despite about 10 failed flying kicks.
http://i53.tinypic.com/6p5n9i.png
entire fear raid
Sochin
http://i53.tinypic.com/kqcyb.png
Azeth
http://i55.tinypic.com/ogvvao.png
I take back everything I said. I noticed I was missing a chat filter to double check, and kicks won't miss, only on blocks,parries and rips. So I'm landing kicks unless NPC's roll those 3 misses.
So wtg outing monks! I hate you!
Not classic parses here, but 100% accuracy has to be wrong. There's more evidence that points towards it being a skill that isn't next to impossible to block... here's what I've found thus far:
http://monklybusiness43508.yuku.com/forum/viewtopic/id/291
Here's one from about 05. It shows 65% accuracy overall for Flying Kick, which is just about the same for backstab as it currently is on this server.
Here's another one, from 2003. Same overall accuracy. This one was over the course of 7 hours of fighting.
http://www.thesteelwarrior.org/forum/showpost.php?p=52781&postcount=9
Even this post also indicates approximately a 60-70% accuracy rating (2008).
https://docs.google.com/View?docid=dcwr8bv8_6dkss4wf7&pli=1
Here's some information regarding skill caps that may be affecting accuracy (also this might be a good source for all melee damage stuff if anything has been off, as well):
http://forums.station.sony.com/eq/posts/list.m?start=0&topic_id=61984#753908
(I don't know if flying kick is maxed at 200 on this server or not, but it is according to this post).
That's some good infoz! As I said I don't remember FK having the ability to miss or not. Looks to me like it did, and as such should be changed.
Melee damage, in general, still needs to be looked at though. Damage distribution is not quite classic (Kunark Beta: Mechanics Forum - Melee Damage Thread (http://www.project1999.org/forums/showpost.php?p=187515&postcount=149)) The 1st graph in that post is from kunark era. Second graph is a smaller data sample, but still somewhat telling. I think if melee damage were fixed to be more classic then everyone's damage would go down a little. I'm still working on a sample size near what that guy did in kunark. Its not so easy since there seems to be a completely different damage table for both fear and sky (Another post, same thread (http://www.project1999.org/forums/showpost.php?p=190744&postcount=163)) on live p99 right now. Doesn't help that work has been crazy busy! I need more data and on similar mobs so the testing is done in a vacuum. I pretty much just need more hate runs. Seems to be the best place to do these sorta parses.
Timzilla: Don't go hating on Aadill's research for not being perfectly classic. The vast majority of EQ's combat system stayed the same for a very long time. I'd wager that, in regards to FK miss rates, his links were just as valid in 1999-2001 as they were in 2003-2005.
If you really break down the statistical math regarding monks landing 100% of flying kicks @ 40 damage minimum, versus a hypothetically changed accuracy rate of 60-65% and minimum of 1 damage on flying kick, you're looking at a critically weaker class. Which, unfortunately is classic.
Accuracy on live indicates approximately 60-70% without +accuracy item increase.
Furthermore, the original description of the thunderkick discipline went something like this:
THUNDER KICK (Level 52): When this discipline is activated, the next successful flying kick will do additional damage. The base reuse time for this discipline is 9 minutes, and will decrease as the monk gains additional levels.
http://www.eqvintage.com/links/melee-disciplines-2/
This indicates that the next time a flying kick connects, it would increase the damage of the kick. If the kick doesn't connect, it wouldn't (or it would use the disc and you wouldn't get the damage bonus till the next reuse timer). This implies accuracy is not supposed to be 100%. Again, considering Verant's original mantra of "nothing is certain," why would they leave a disc up to uncertainty if the melee attack used was certain?