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Rygar
11-10-2017, 03:59 PM
The Inception:

One of the first things I noticed when I came to P99 is how easy it was to interrupt NPC spell casters, especially at the higher levels, with just melee attacks. One of my most comical Kedge Keep memories on Live was going to kill Phinny with a group of guildies and we couldn’t kill the seahorses that completely healed (They were either magic immune or very heavy resists, no stuns would land). We had no large races or bashers in the group, so we had a problem. I was a human warrior, but luckily kept a shield in my bag for emergencies, everyone laughed at how our warrior needed to bust out a shield to interrupt the mobs.

Did we just not know about ‘mob push’? Or maybe, just maybe, was that dynamic different on live than P99..?

https://i.imgur.com/phKi5KD.jpg



The Hypothesis:

I will present evidence to back this up, but here is what I think is wrong on P99:

Push values on regular melee attacks are far too high or perhaps should not exist
NPC Channeling chances are extremely low and in some cases non-existent
There appears to be a ‘push distance’ that guarantees a spell interrupt


Here is how I think it should work after combing through a ton of posts:

Push values on regular melee attacks should be very low or non-existent and should NOT trigger a channeling check
Special Attacks such as kick / bash / slam are what should push a mob and have a chance of triggering a channeling check (as should knockback effects on spells. Normal bash rules still apply about being able to interrupt casting and by-passing channeling check)
There should not be a ‘guaranteed interrupt’ from pushing a mob, but rather just trigger a channeling check (which the mob can pass)
NPC Channeling should follow special rules and be extremely high
Appears that there is a break between ‘low level mobs’ having some weaker channeling than high level mobs (I think this is the same cut off where FD mem-blur is not guaranteed… Level 31+?)


Now, I’m aware that in our server era mobs should be casting lower level spells (no ice comet and such) and should be having extremely deep mana pools. Perhaps you chose to implement push as it is on P99 to compensate for the out of era fix to have NPCs be smarter about choosing which spells to load. I saw some other thread where Haynar was measuring some push values on either Live or another EQEmu and implemented here. Regardless, I still believe the NPC channeling needs a hard look as it appears to not be working properly as it did on Live.

The Evidence:

Keep in mind this is not a complete list, there is also a lot of contradicting information out there of people saying mob push works others saying it doesn’t or others saying it only had a chance of it working. After combing through it I believe the above Hypothesis is close to how it should be. In any event, it has been stated before that in light of contradicting evidence you would err towards the side of underpowered rather than overpowered.

Buckle up for a long read folks, here we go. I’ve tried as best I could to cut out irrelevant parts of the conversations:

https://groups.google.com/forum/#!msg/alt.games.everquest/__jauvPF3po/rq5D3e-E94EJ;context-place=msg/alt.games.everquest/ddgxWeUdJbc/EsJlPXwMAyUJ
(Posted: 06/11/2002)
thread titled: Thank God. (Caster Mob Changes)

Copy and paste from:
http://eq.castersrealm.com/viewarticle.asp?Article=4356
Source: Developers Corner.
As Alan's already said, the driving idea behind these changes to NPCs is to make them more interesting to fight…
…Originally, they were given exemptions to the normal spellcaster rules to make up for their shortcomings.

This is a dev comment just confirming what everyone knew, that spellcasters played by a different set of rules (not just spell-casting distances, but channeling checks as well). This is a 2002 post but is basically when NPCs got access to higher level spells and major NPC casting changes were being made.


https://groups.google.com/forum/#!searchin/alt.games.everquest/%22FIX$20THESE$20BUGS$20FIRST%22%7Csort:date/alt.games.everquest/YStZgg01gFE/TqpgppWvazEJ
(Posted: 2/23/2000)
thread titled 'FIX THESE BUGS FIRST PLEASE !!!'

5: NPC Rules vs Player Rules. Perhaps not really a bug but It does need looking at. Several things I have noticed are :

C: NPC casters hardly ever get interrupted. A player Caster has very little chance of getting a spell off when hit more than once but NPC casters can cast without interruption while being hit by 3 or 4 player tanks.

Further griping that casters never get interrupted despite being engaged by melee.

https://groups.google.com/forum/#!searchin/alt.games.everquest/insane$20channelling|sort:date/alt.games.everquest/ognbPSg-284/ePHWsZGl_2sJ
(Posted: 01/19/2000)
Thread titled: Bards: Cause and more cause :(

Pixie Strike: Using this against the Froglok Crusader had absolutely no effect. His eyes repeatedly glazed over but not once did this interrupt his healing; he resisted twice, but the rest of the time he was unaffected by it. I threw over 30 pixies at him. Not a thing.

Mobs have insane channelling skills, so don't expect miracles from this song anyway. Wait until you get to the plane of hate and see the clerics cast complete heal on themselfs while taking 3000+ hp of damage and numerous stun spells.

Youve seen a cleric cast complete heal through a stun spell? stun = interrupted casting. now if your saying the stun spell was resisted.. well, that has no effect on the channeling roll at all anyway.

I’m not familiar with this Pixie Strike, but apparently it had a hidden message the bard couldn’t see in which the mob resisted (looks like a mez), not sure if P99 is as unreliable. Rest of post indicates even raids had hard time interrupting CHeal mobs due to high channeling.

https://groups.google.com/forum/#!searchin/alt.games.everquest/%22Monks$20need$20to$20be$20able%22%7Csort:date/alt.games.everquest/ddgxWeUdJbc/EsJlPXwMAyUJ
(Posted: 10/30/1999)
thread titled 'Monks need to be able to interrupt casters'
Post 1: Add a knock-back ability to the flying kick attack.

Post 2: …the special attack already interrupts casters. I would have to try it again to be sure.

Post 3: …I've yet to beat a monk in PvP. Once that Monk gets in melee range… I can't get a spell off to save my life.;)

Post 4: That's strictly in a PvP environment, against NPC casters I've done upwards of 300 points in a single round only to have some cheeze goblin 20 levels below me drop a nice 200pt or more nuke on me.

Post 5: NPC casters cheat and so using sheer damage to intterupt them doesn't work.

Post 6: I don't think that it would be fair to the monsters if they had the same interuption rules as players

Post 7: Not fair to the monsters? HAHAHA! We've already got … mobs who constantly interrupt you just with basic melee while you can't reliably do the same to them

Post 8: …almost any special physical attack can interrupt casters. My little ranger … saves her kick until she sees him start to cast. I've got about an 80% success rate with that so far.

Post 9: It's easier to interrupt at the earlier levels, but at 40 I can hardly do it at all. I count myself extremely lucky to interrupt a caster after eight punches and a kick (with the long casting time and a sash, this does happen). You can see our whole group attacking something without stuns and the MOBs will /still/ cast through most of the time.

Post 10: That's probably because the higher-level critters have better channeling.

Typical of monks to complain they didn’t have a bash skill to interrupt casters, however some corrected that special attacks do indeed have a chance to interrupt, but on lower level mobs more than higher level. More evidence of insane NPC Channeling and that special attacks were the key to have a chance at interrupting (not regular melee attacks), even in a group setting.

https://groups.google.com/forum/#!msg/alt.games.everquest/Qe7uZ0i9NRI/tW9sfdJfFIQJ;context-place=msg/alt.games.everquest/QMMw_mGGex8/stLpYuyDbhkJ
(Posted: 09/22/2001)
Thread titled: Whoa holy cow, melee test changes

Oh fuck no! Slam increases the amount of movement of the mob. Mob placement is one of the most critical aspects of killing ubers, push a dragon up a flag pole and you're almost garanteed to lose.

This post implies that regular melee attacks have no real push value on a mob but to avoid using SLAM skill because it moves the mob. Highly doubt a handful of slams would significantly add to push vs. the hundreds of rounds of melee being dished out every few seconds. This is what leaves me to believe that special attacks have very high push values and regular melee have extremely limited push values.

https://groups.google.com/forum/#!searchin/alt.games.everquest/interrupt$20complete%7Csort:date/alt.games.everquest/qlZjYofN3rQ/QpPPzC_iLQwJ
(Posted: 06/07/2002)
thread title 'NPC Casters'

NPCs also have amazing channeling skills. I find it funny that 3 people with swords and clubs beating on a mob for 10 seconds straight doing HUNDREDS of points of damage and the mob STILL gets a complete heal off pretty amazing.

All that aside, my biggest problem with NPC casters: Damn near fucking impossible to interrupt their spells usually. A mob SNEEZES on me and my casting is interrupted. 3 hits for 20+ and a kick between start and finish casting, and the mob still gets the spell off without even a "regains his concentration" message. :-/

I almost think that channeling is only checked if you move the caster from their original position. Since melee has a knockback to it, usually the target has to check.
And if you want embarassing channeling, a buddy was running a raid in the basement of Sebilis during the Kunark era. 18 people were pounding on a mushroom man that had CHeal, and the mushroom was able to get off CHeal on itself six times in a row.

I seem to channel through normal hits quite regularly. Bash, Slam, and Stun spells are what you need to interrupt a mob.

This is mid-Luclin era and even with AAs and upgraded weapons / levels melee attacks aren’t interrupting caster’s CHeal chains? This does say that melee has a knockback to it, but doesn’t exactly say which kind (kick/bash/slam? Or regular damage?), but regardless indicates it is just a channeling check to move the mob when knockback occurs, not a 100% guarantee to interrupt much like we see on P99 after a short amount of push. I find the second comment a bit ludicrous as 18 people should be able to simply out damage a CHeal at that point, but take it for what it’s worth. The final comment indicates that since he is able to channel through normal hits that is why NPC casters can channel through normal melee hits, best to rely on the special attacks / spells to interrupt.

https://groups.google.com/forum/#!msg/alt.games.everquest/0V26BLTIddg/JGRVhYOMO8cJ;context-place=msg/alt.games.everquest/__jauvPF3po/rq5D3e-E94EJ
(Posted: 01/18/2003)
Thread titled: Interrupting Casters, Was Beginning to see why Bards Rock.

Push.
Melee combat other than bash, slam and (high level) kick will not interrupt spells, but if you can create movement in the mob through your hits, it will be interrupted.

I've *heard* about pushing mobs around with melee, and I've noticed it happen to me, but I haven't figure out what causes it, or how you can improve your chances of doing it. Is it an effect of high strength, damage dealt, hits connecting, the weapon type, high offense, high attack, high weapon skill, something else??

Getting a bit further out of era here but still good stuff, post claims that pushing a mob will interrupt a spell. Follow up post indicates this is some kind of mysterious thing that is unknown and not sure how to reproduce it, if it worked on live like it did on P99 then let’s face it, it would be OBVIOUS. Further leads me to believe that regular melee wasn’t the sole causer of mob push (and that P99 values are too high), but perhaps just the special attacks and spell knockback effects to trigger a channeling check.

https://groups.google.com/forum/#!msg/alt.games.everquest/NQkLRBzBagI/STxXsxxeG58J;context-place=msg/alt.games.everquest/0V26BLTIddg/JGRVhYOMO8cJ
(Posted: 01/25/2004)
Thread titled: gating mobs

Conversation revolves around how to interrupt mobs that gate, as well as stun immune mobs like giants:

Actually, it's a team effort to keep a mob from gating. Enchanters/bards/necros can mana drain, enchanters/wizards/clerics/paladins can stun, warriors/paladins/shadowknights can bash.
Everybody else just hopes that does the trick. As a monk, I pretty much have to rely on luck for interrupts. To anyone that offers the suggestion to push I offer the anecdotal evidence that I have dragon punched (monk knockback proc) a mob all the way across a *large* room and didn't manage to interrupt it.

Yes if they don't stun or mez like Kael giants, all casters begin chain nuking as the MoB's health approaches 20 percent and continue till dead or gated.

Would think it to be completely obvious by now if you just get all the melee on the same side of a mez / stun immune mob and push it, even the monk says he needs to ‘rely on luck’ to interrupt, not the fact that he will push the mob with his fast epic fists to interrupt casting. I just don’t think that mob pushing was a reliable way to guarantee an interrupt on a gating mob and especially if that mob was immune to stuns, it had a channeling check but nothing as crazy as we see here on P99.

Also mentions he ‘Dragon Punch’ AA didn’t seem to matter on how far you pushed the mob, on P99 if you pushed it that far there was no way in hell it was casting successfully. I did read that Dragon Punch AA was a bit lame and almost never interrupted casters, but that would lead me to believe that mob channeling checks were not based solely off its current position, but only if a QUALIFIED attack / spell was executed on it (such as kick / bash / slam / knockback spell… perhaps normal melee could push but added no success to interrupting spell casting if only regular attacks pushed it)


https://groups.google.com/forum/#!msg/alt.games.everquest/QMMw_mGGex8/stLpYuyDbhkJ;context-place=msg/alt.games.everquest/NQkLRBzBagI/STxXsxxeG58J
(Posted: 02/06/2004)
Thread titled: BST pet push

There are two main methods to mitigate pet push.
1) use 'low push' procs, i.e. not Spirit of Wind, or others that push specifically to interupt casters.
2) position the pet in such a manner that it pushes mobs into a wall or corner, rather than back towards adds or other places you don't want to be.
As a beast, one of my 'pet bitches' is that often push is not coming from me, but from casters using stuns (which push)

Couple of things - first, mage water pets generate almost no push - they don't bash or kick. If you don't give 'em proccing weapons there is no push. The other thing is that, while pets don't push *more* than a melee, they are more tenacious - they immediately move up and stay engaged with a mob - melee tend not too.
With a water pet and my kitty on the back of a mob, I can hold a mob perfectly stationary with my BL tanking

The secret to dealing with pushy pets (and pushy PCs for that matter) is to get them all on one side of the mob. Not the front, not the rear, but the side. As they push the mob the tank simply edges a tiny bit in the opposite direction, adjusting his facing to keep the mob in front of him. The mob, and the PCs and pets pushing it, just circle round and round the tank. Rogues don't kick, so let them have the mob's back to themselves as kick and procs seem to be the main push culprits.

This post was a bit of a smoking gun for me. Indicates that a mage water pet has nearly zero push since the high level one does not Bash. Furthermore, with this water pet on a mobs back + his pet (without proc spells), he can keep a mob stationary (simply due to the lack of bashing it would seem). Highly doubt any mob on P99 would stay stationary with 2 pets behind. Further leads me to believe melee push values are way high here.

The final post in here also indicates that ‘kicks and procs seem to be the main push culprits’ and seems to indicate that Backstab for rogues does not have a push value (perhaps by design from the devs to not hinder a rogue’s primary ability). Furthermore, if rogues were all behind the mob, it would not work as they describe to push around the tank, rogue’s regular melee attacks would push mob over the tank.


http://eqshadowknight.net/archive/index.php/t-2758.html

Qaam Asutra
07-13-2007, 10:08 AM
Seems to be part a trend lately. Change push so that melee are helped, then nerf push on players so it doesn't help casters. It also doesn't help knights who are trying to channel in combat. With the new push changes we have NO way of interrupting casters anymore, grats paladins and warriors. wtb new bash or fear spell that can interrupt casters up to lvl 82 in the next expansion.

window
07-13-2007, 11:48 AM
are you implying you could interrupt npc casters by pushing them before the push change? cause that never happened.


http://eqshadowknight.net/archive/index.php/t-4125.html
Iwishi
08-09-2008, 09:36 AM
Interupts happen when the loc you are at when the spell finishes casting doesnt match the loc you were at when you started casting, or, you get stunned/bashed/kicked. A DoT will do nothing. Does not apply to NPCs

MortredSoulrend
08-10-2008, 05:37 AM
From personal experience (maybe im insane) But I see a massive difference in mob heals/cheals/spellcasting (thats not instant) being helped by pushing the mob. A mob where the group is all pushing from the same direction used to not be able to do shit. Maybe the push change some time ago has made player push a non factor. but alot of people I know still do it out of habit for some reason.

These are just much later era evidence, but thought they may add confidence to changes. No real time frames are given to their ‘old push’ methods, not sure how many iterations it went through, but thought I would just present it here.


The Conclusion:
Hopefully this was compelling evidence to make a change to NPC channeling. Quite frankly it is just far too easy to interrupt a caster currently. This could have great game changing dynamics for P99, it could make wizards that have knockback components to spells more viable to interrupting dragons who are trying to gate, gating dragons may just need to be fought on their spawn point, monks won’t be able to solo high level casters with any reliability and would group more, high level shaman’s may not be able to farm certain mobs that CHeal, Paladins and SKs have more utility with bash causing heavy push, people may want large races with Slam as opposed to master race Iksar… and most importantly, Enchanters will begin to use Mana Sieve on Vox and HoT wurms once again. The list can go on...

If a recycle server is to happen this would be a most welcome change, even with NPCs casting their high level spells it simply is too easy to interrupt them.

Thanks for listening, I welcome any discussion as this is just my theory and I could be wrong on certain aspects.

Perhaps the truth is in the middle where push only applied to your primary hand + special attacks, dual wield and double attacks ignored, could account for less push overall. Please share your thoughts, would love to hear them.

Izmael
11-10-2017, 05:06 PM
When charm soloing in Seb or HS, if the mob I'm killing is a caster he will get about 90% of his spells off through pet melee unless I interrupt them with a spell myself.

Granted, there is seldom a lot of push happening in this situation.

Pushing a mob IS classic. We used to push mobs around to position them all the time back in 2000/2001. Now I honestly can't remember how much this pushing did affect their channeling - we usually mana sieved in order to avoid gates/CH's. Maybe other guilds did it differently.

You might be right that the AMOUNT of push produced per melee attack is too big on P99.

Now I'm all for making P99 harder to make for a more classic experience even if it involves slightly non-classic mechanic adjustments.

Rygar
11-10-2017, 06:10 PM
True, i don't mean to say pushing didn't exist, just how the pushing was done and the effectiveness of it to interrupt casting as well as the push value of a melee attack.

I guess, if you assume P99 mechanics for push are classic, i can't believe people would be making posts like this in era. Would be a bunch of people shaming them in response about how easy it is to push a mob to interrupt it.

Daldaen
11-13-2017, 10:21 AM
I recall during Kunark on P99 watching monks solo Magus Rokyl because with epic fists they simply could interrupt almost every Cast because push was that extreme. I always felt this was incorrect.

Push to interrupt should be a lot more difficult. I also think that bash interrupts shouldn't be 100% chance to interrupt. You should be able to channel through a bash regardless of race. Something like a 40-50% chance to interrupt on successful bash (this goes both ways).

I do like your recent classicquest though. Keep up god's work.

Bellringer
11-17-2017, 11:07 AM
As a warrior in live. I remember having to circle tank and shrink for corner tanking. Both of these contradict that there was "no" push in live. However I do agree that it seems to be far more extreme on p99.

In smaller groups I definitely remember it being very important to time your kicks and bashes to interrupt (specifically a very memorable KDT kill).

Your evidence seems to support these two comments rather than some of the leaps that you take. This appears to be a common trend in your posting. I love the effort that you are putting into it, but perhaps you are a bit too far off course in some areas.

Be careful as you are quickly reaching Daldaen levels of "Power-Drunken Immersion". This is defined as when one reaches the state of only clamoring for change to feed their own entertainment from trolling others by making gross implications from subpar evidence.

Wish you the best friend!

Rygar
11-17-2017, 11:19 AM
If you read my reply to first comment I clarified that yes, push existed... I just question the values of push (was it all melee attacks? bash / slam / kick only? primary hand only?) and how guaranteed it was to bypass channeling and interrupt casting (I don't think it was a near guarantee like it is here).

I also clarified that yes there are contradictions out there from posts in era, but presented my case on what I think the true values are. Hell in HoT we can push a healing wurm all the way across exit hall in like 1.5 casts of their heal. I was a tank on live as well and I do not remember it being that extreme.

Bellringer
11-17-2017, 11:27 AM
Here is how I think it should work after combing through a ton of posts:

Push values on regular melee attacks should be very low or non-existent and should NOT trigger a channeling check
Special Attacks such as kick / bash / slam are what should push a mob and have a chance of triggering a channeling check (as should knockback effects on spells. Normal bash rules still apply about being able to interrupt casting and by-passing channeling check)
There should not be a ‘guaranteed interrupt’ from pushing a mob, but rather just trigger a channeling check (which the mob can pass)
NPC Channeling should follow special rules and be extremely high
Appears that there is a break between ‘low level mobs’ having some weaker channeling than high level mobs (I think this is the same cut off where FD mem-blur is not guaranteed… Level 31+?)




Numbers 3 and 4 (and 5) here are what I was specifically commenting on. Hope that provides sufficient clarification to get us on track.

Rygar
11-17-2017, 11:31 AM
I don't understand, you are doubting my theory on 3, 4, 5 only?

3) So I posted comments about the Dragon Punch thing pushing a mob across a room and still being able to gate, lead me to believe there is not a guaranteed distance to interrupt

4) Pretty clear that people griped about extreme channeling from NPCs and casters being extremely difficult to interrupt, posted many links about that

5) Posted that comment about a lower level ranger saying she can interrupt lower level mobs just fine with kick (80% success rate) and someone chimed in that wait until you are 40 and it is very hard. Lead me to believe there is a boost in higher level mobs

Bellringer
11-17-2017, 11:40 AM
Believing rando scrubs on everquest forums complaining about wanting to make the game easier for them just isn't enough evidence for me.

From personal experience, I remember being able to interrupt mobs with kick with a 100% chance until velious was introduced. It wasn't a level issue, it was a change in mechanics that were released in velious. Could I be 100% accurate? no.

I do remember timing kicks and bashes to CHing worms in Halls of Testing and everyone pushing their ass off. Sometimes it worked, sometimes it didnt. We also werent in near full BIS with the majority of the raid wearing a 41% haste item.

Rygar
11-17-2017, 12:16 PM
Believing rando scrubs on everquest forums complaining about wanting to make the game easier for them just isn't enough evidence for me.

From personal experience, I remember being able to interrupt mobs with kick with a 100% chance until velious was introduced. It wasn't a level issue, it was a change in mechanics that were released in velious. Could I be 100% accurate? no.

I do remember timing kicks and bashes to CHing worms in Halls of Testing and everyone pushing their ass off. Sometimes it worked, sometimes it didnt. We also werent in near full BIS with the majority of the raid wearing a 41% haste item.

Uhhh, you realize you are a rando scrub on the internet saying this though, right? At some point we just gotta look at stuff and evaluate it and try and form an opinion on game mechanics. Again, there is some contradiction out there on some of the precise mechanics. I think if you put P99 in a time machne and use our mechanics people would be saying how insanely easy it is to interrupt with push... I think that is the main take away that something isn't right.

Maybe there was some client/server lag concerns and only a single round of melee was calculated into push, and bash / slam / kick also were added on top of that with a higher push value. Maybe there was some server tick stuff going on, I don't know exactly.

I am welcoming conversation on the topic, hope to catch a dev's ear with it and get some feedback on how push came to be as it is on P99.

Bellringer
11-17-2017, 12:50 PM
Uhhh, you realize you are a rando scrub on the internet saying this though, right?

This comment indicates you have no idea how to use the context and locations of information to evaluate possible bias and/or ignorance.

Please refer to the current "4200 max mana" thread for supplemental information regarding using context.

Rygar
11-17-2017, 01:41 PM
Seriously, why are you trolling? Your context is you aren't inclined to believe random scrubs on the Internet that complain to make things easier, my point is if you today made a post about some p99 mechanic, and someone read it 20 years later, you would be that same rando scrub.

Just because people posted stuff and wasnt a dev doesn't mean you should dismiss it. Evaluate it, weigh it against other posts, and come to a conclusion.

Bellringer
11-17-2017, 02:15 PM
Is "trolling" just the accusation you use when you disagree with someones response? #cleanitup

Anyway, let me clarify. I disagree with the conclusions of your evaluation and comparison to other posts due to the contextual differences in the sources.

As I have previously stated, I agree with much of what you have included in your OP, just not all of it. I am even willing to change this opinion with better information.

The 4200 mana thread is a great example of this, and how context can allow for a much more confident push for facts.

Rygar
11-17-2017, 03:07 PM
I think I misunderstood you a bit in your other comment and for that I do apologize and take back the trolling remark, I had read your post as the mana cap thread I posted was ignorant and biased despite going off posted evidence. Pushing for more facts there did indeed lead to better information (cap relative to base mana instead of just an overall hard cap), even if the original +mana item cap number was correct at level 60.

Regardless, re-read some of your posts here and you are coming off abrasive saying I'm trolling others with Daldaen levels of drunken immersion and what have you. Like it or not, when I feel something isn't right or too easy on P99 compared to my recollection I question it and look into it.

I like EverQuest because of its difficulty back in the day, after playing WoW and seeing how they washed it down over the years to make it easier it triggered me into getting back into EQ and finding P99.

Sometimes I get in the habit of saying, "Well gee, I was too stupid back in the day to figure this out! Now that I'm older and smarter I see how I should of done things". Eventually I second guess myself. So no, not trolling, just reviving the nostalgia.

Rygar
11-20-2017, 11:19 AM
Found some additional information in terms of special attack push and channelling due to pushing.

Monk Special Attacks: (https://groups.google.com/forum/#!topic/alt.games.everquest/BswCK5vBmL8%5B1-25%5D)

A warrior can spin a mob. A warrior cannot move a mob. 99 percent of the time, it is, and must be, up to the support melee to keep it in the proper position. The monks especially, since flying kick moves them more than any other melee attack.

Next poster does seem to cast some doubts on this to be fair

Well not sure about that on regular kicks. However Monks do get an Alt-Skill Dragon Punch that procs a small knockback with every successful hit. In the hands of a Monk who is paying attention to what's going on and mob positioning, it's a great tool.

Some more info on that Dragon Punch knockback not being guaranteed to interrupt a caster despite the push it creates...
Dragon Punch ability: (https://groups.google.com/forum/#!searchin/alt.games.everquest/mob$20knockback%7Csort:date/alt.games.everquest/iDelzEyoWEM/GQ62EoUy9lgJ)
I have the AA Dragon punch.

I originally got it because I thought it an ideal way to stop mob casters. Despite the fact it stops pretty much all PC spells (in test duels), it works maybe 1% of the time on NPCs.

It has 1 use - the knockback allows you to position and push mobs (on raids). For that its pretty nice I suppose.

As a possible 'alternate theory' I was wondering if the mob animations have the potential to move the mob slightly. Such as, a mob does attack animation but then is bashed or kicked or just hit during and it does the 'ugh I been hit' animation. Is there a chance it's position could be changed from that? It doesn't quite jive with some of the data, but maybe contributes somewhat.

Nirgon
11-20-2017, 11:38 AM
Pretty damn close to classic here if not spot on

Rygar
11-20-2017, 12:16 PM
Pretty damn close to classic here if not spot on

Which part, the push value or the mob channeling ability or both?

I tend to disagree obviously, I was trying to find some videos of raids and such even in Luclin to evaluate some of the push, but my youtube searching isn't the most on par.

If anyone had any of those to look over it would be awesome.

Rygar
11-20-2017, 12:51 PM
Here are some old videos I previously posted and I took a look at them again.

Trakanon Raid (https://www.youtube.com/watch?v=ULXGorglosA&feature=youtu.be) (I believe this is Luclin)

This one is a bit inconclusive as there are people all over the place, but at a few points it looks like there is heavy position on one side. The interesting thing is basically Trak stands in his exact same position the entire fight.

This Maestro Video (https://www.youtube.com/watch?v=FG7sFwfDgFg&feature=youtu.be) is a bit more conclusive. It is in first person view but at some point a caster gets agro and entire raid force rushes over to him including pets and are all on one side, he barely moves.

Even when he is against the wall most people aren't pinning him perpendicular but angled and he push is very minimal. Could also reinforce a portion of my animation idea as he looks to move a bit when doing his spell casting and hit animation. If anything from the animation is causing push, it would just be 1 push value per animation, not adding push values from individual attacks.

This Innoruuk video (https://www.youtube.com/watch?v=AGJq77noz-8&t=14s) also is a bit inconclusive, but at one point the GFlux pushes everyone to one side and they charge back while Inny is near a wall, they are all melee and facing him for a significant period of time. Even if he is near a wall it should slide him sideways and he barely moves.

So yes, I do disagree that we are no spot on to classic after seeing these. Even if weapons being used are not the fastest as we have and haste values are unknown, the pure volume of melee hits should push more than they are if we are talking P99 push.

Rygar
11-20-2017, 02:14 PM
Found a treasure trove of classic videos from a guild known as <Rising Ascension> on Povar server.

They have a ton of videos of raid force kills and push is extremely limited...

Zlandicar (https://www.youtube.com/watch?v=X4SQtViIp00) - It looks like their strategy is to push him into a wall to pin Zlandicar, look how long it takes their entire raid force to push him up the little cliff, looks to be 30+ people pushing and it is extremely gradual.

Gorenaire (https://www.youtube.com/watch?v=BaCUoRtDKWc) - This is pretty laughable... Entire raid pulls him to what looks to be hidden valley, Gore stands still the entire fight. There is no 'PUSH TOWARDS KC!!' Unfortunately this video maker was feared early for a large portion of the fight, but you can see Gore basically stood still. Interestingly, he types 'MEEEP!' when feared, I thought on P99 it disables chat when feared? Perhaps a separate bug report...

Cazic Thule (https://www.youtube.com/watch?v=ig7k_-2B8l8) - Again, a fight where a ton of melee engages and he barely moves. You actually do see some push going down but man is it slow compared to P99. You can see a stretch where this video maker is starring at Cazic's foot (not moving the camera) and it is a super slow slide.

They do have a Klandicar vid and some Sleeper's Tomb videos too, but they appeared to wall pin or have some 'even push' on both sides, and Klandicar he remained feared for too long to make an accurate determination.

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NPC Knockback test video (https://www.youtube.com/watch?v=XRMtRzhsmHg) - I don't know how accurate this video is, is obviously someone with their own EMU or something, but he is testing push values. Take it for what its worth.

Jaxon
11-20-2017, 03:24 PM
The comments have almost no quantitative evidence and are therefore of little value. Videos are a much better source of evidence of push but it can be hard sometimes to draw conclusions from what you see.

I haven't seen anything in the videos you've posted so far that display pushing that would be inconsistent with P99 push. The Trakanon, Maestro, Inny, Cazic, and Gorenaire videos do show gradual push that is about what I would expect with the mobs being surrounded and attacked from all sides. The push on Gore is slower due to her melee slow ability, but it's still there when you see her "teleport" from one spot to the next as she's being attacked. Zlandicar starts off by fearing and stunning the raid, but once the fear wears off and everyone moves back into position you can see Zland get pushed into the wall in seconds by keeping an eye on the rate his wings clip into the back wall.

Here's a clear example of a mob being pushed very quickly by a raid force that coordinates their push in the same direction. This video was taken by the same player who did the Trakanon video you posted, recorded during the Luclin era. Watch Vindi get pushed around like a motherfucker:

https://youtu.be/cpaqYUqel1A?t=43s

In classic raids the players didn't really see a need to push mobs large distances in a coordinated fashion. Classic players did not have years and years to farm items and get max haste and were worse geared on average than current P99 players. The best explanation of why you don't see much mob push in classic videos is some combination of these two reasons: they just weren't trying and they were attacking slower and therefore pushing less.

Rygar
11-20-2017, 04:07 PM
Good find on the vindi video! I do admit it looks like push there is fairly heavy with him creeping along the wall.

I do disagree with you on the Zlandicar video, the entire raid doesn't get feared although some do, and you can see the video maker standing directly under Zland and casting a spell and Zland is not moving despite melee being in front.

It looks like it takes from 0:44 to 1:17 or so to push him up the ledge (to where you see his graphic lift up). That is a proverbial lifetime in P99 terms to move that short distance.

I rewatched the Gore video at like 1:22 I see her foot 'teleport' once is all. This could easily have been a knockback spell as well, and is not what I would consider a gradual push. On P99 even slowed you can push Gore a far greater distance.

And I wouldn't discount the Maestro / Inny / CT videos, even if some folks are spread a bit more around, the majority are facing towards a general direction with little push in that time frame. On P99 you are switching push on white wurms in HoT at least 2-3 times.

The vindi video possibly could validate some of the push on P99, but I think it a mistake to disregard everything else based on that (even the unquantifiable comments). I did see a post on safehouse that specifically was explaining push much how we understand it on P99, and a reply mentioned that proximity of your melee attack caused increased push (was just a theory). Perhaps that is what we are seeing in the vindi video?

Would love to see more videos if anyone wants to dig them up! Even grouping or jugg farming or something, anything with some extended melee exchanges.

Rygar
11-21-2017, 10:28 AM
You know, I rewatched the Cazic video and tried to document the push positions, I may wind up eating crow on this one.

From 3:02 - 3:24 (22 secs) the majority of the raid is on the left side and pushing Cazic right (a tank in back and some to the sides). They only manage to push him the width of a dwarf basically, which is a very tiny push.

However, from 3:43 - 4:39 (56 seconds) you can see a dead corpse in the foreground, and they essentially push him to the tree in the background, and even a bit further afterwards (but the video maker gets up and moves). That is indeed a pretty significant push and it looks like everyone was on the same side.

Once I get back in game I'll try and measure the relative distances and try and document how many people were participating on the push in the Vindi / CT / Zlandi videos, as that seems to be some of the best views. Also curious to see if the rate of push turns out to be the same despite different number of people (not sure if P99 does not cap total push value / second or something like that).

Nevertheless, I'm still questioning mob channeling being completely by-passed from push distance. I've tried to find old videos of people fighting CHeal mobs as that is a long spell which could help. I would imagine there are Vox videos or other Gorenaire vids out there but I've been unlucky finding them. Any giant mobs from Kael or such as well. Any help would be appreciated!

Pringles
01-10-2019, 09:05 PM
Is this due to be implemented here based on Torven's research over at TAKP?
Seems mobs did not have channeling until 2006. Based on reams of logs and a developer post. Curious how the abysmal efficiency of mana draining spells would be reworked. Or perhaps the mobs would need to be....?

good luck with that should be fun to play if you go with it

Rygar
01-10-2019, 09:27 PM
I'm on my phone, can you link his research post? Glad to hear some validation on this. May zone line pulls of gating dragons and pushing complete healing mobs be a thing of the past...

Haynar
01-10-2019, 09:32 PM
Torven did a good job implementing this on takp. Push and interrupts are “classic” there now. I will put it in p99s code when i have a chance. It will be a game changer.

Pringles
01-10-2019, 09:38 PM
excite

#rootdeezdragons

Rygar
01-10-2019, 10:11 PM
Thanks for the insight Haynar, swing thy nerf bat true

Raev
01-10-2019, 11:00 PM
Torven did a good job implementing this on takp. Push and interrupts are “classic” there now. I will put it in p99s code when i have a chance. It will be a game changer.

Flee stuns! You know you want to!

FD mechanics are hugely different here and I think TAKP's are a lot more likely to be correct.

Oleris
01-11-2019, 12:46 AM
Torven did a good job implementing this on takp. Push and interrupts are “classic” there now. I will put it in p99s code when i have a chance. It will be a game changer.

Anyone care explaining how it works on TAKP?

Pringles
01-11-2019, 12:49 AM
https://www.takproject.net/forums/index.php?threads/11-14-2018.12991/

Oleris
01-11-2019, 12:55 AM
So, 2% chance to interrupt per hit for red cons for each melee hit? Does that mean no need to ever push a mob again? Just hope you get lucky or bash?

Pringles
01-11-2019, 02:37 AM
Per bash interrupt attempt over there. From the thread you can read about the logs with dragons CHing many times even with a ton of melee. Hopefully it will be balanced around the data in the logs.... where the most effective or used tactic is mana draining.

Pringles
01-12-2019, 07:15 PM
Dug a little deeper into their forum and found a slice of data this is being based off https://www.takproject.net/forums/index.php?threads/lull-changes.12968/

More data, VT mobs from Layonhands' log, which had other's hits on; also some of mine:

Zun (level 61 NPCs) cast attempts: 364 (this includes buffs and word of command)
Bashes on Zuns, excluding warrior and rogue Zuns: 274
Zun gates: 2
Zun Thalls complete healing themselves: 2
Zun regains concentrations: 34
Zun spell cast interruptions: 51
Interruptions from Divine Stun: 10
Interruptions from level 61 Mage pet: 5
Interruptions from PoP stun spells: 18
Interruptions from bash or kick: 12 (none from pets)
Interruptions from melee: 4 (3 from paladin mobs, 1 from SK mob; casting spells lasting from 2-4 seconds)
Interruptions from unknown source: 2
- paladin mob looked out of melee msg range, 2s cast
- cleric mob was in range but log showed no hits or spells on it; 7s cast

Pli (level 64 NPCs) cast attempts: 279 (this includes buffs and word of command)
Bashes on Plis, excluding warrior and rogue Plis: 339
Pli gates: 0
Pli Thalls complete healing themselves: 1
Pli regains concentrations: 32
Pli spell cast interruptions: 42
Interruptions from Divine Stun: 8
Interruptions from level 61 Mage pet: 10
Interruptions from PoP stun spells: 14
Interruptions from bash or kick: 9 (none from pets)
Interruptions from melee: 1 (Paladin NPC, 3s cast)

Eom (level 66 NPCs) cast attempts: 303 (this includes buffs and word of command)
Bashes on Eoms, excluding warrior and rogue Eoms: 186
Eom gates: 3 (126 combined total hits against these Eoms during these casts)
Eom Thalls complete healing themselves: 6
Eom regains concentrations: 35
Eom spell cast interruptions: 22
Interruptions from Divine Stun: 10
Interruptions from level 61 Mage pet: 9
Interruptions from bash or kick: 0
Interruptions from melee: 2
- One interrupt occurred 3 seconds after cast (Paladin NPC)
- One interrupt occurred 3 seconds after cast (SK NPC)
Interruptions from unknown cause: 1
- One interrupt occurred 1 second after cast (Paladin NPC) with no hits or spells on it


Plane of Fire level 68 NPCs - Doomfire Charmer, Doomfire Chaplain, Doomfire Wizard (from my logs, mid 2003 era)
Total cast attempts: 436 (includes buffs)
"A doomfire chaplain is completely healed": 11
Bashes: 212
Regains concentrations: 88
Interrupts: 2 (one from a bash, the other from apparently melee; both on charmers)

Observations:

* Interestingly virtually all (if not all) the interrupts on VT mobs from melee were on knights. Some of them weren't even hit much.
* Pets were not interrupting Zuns and higher, but they were interrupting Quas and Zovs (mind you these are PoP pets even)
* PC bashes clearly interrupt less on higher level NPCs. I did find some bashes on Zuns that did not interrupt spells. (these are level 65 PCs remember)
* Now I know why air pets were used in VT instead of water pets.


eqlog_Layonhands_52[65PAL].txt 286767 [Sun Apr 28 15:06:37 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 286773 [Sun Apr 28 15:06:38 2013] Zebaner bashes Zun Thall Xakra for 24 points of damage.
eqlog_Layonhands_52[65PAL].txt 286791 [Sun Apr 28 15:06:39 2013] Zun Thall Xakra's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 286792 [Sun Apr 28 15:06:39 2013] Zun Thall Xakra is stunned by a gust of air.

eqlog_Layonhands_52[65PAL].txt 286913 [Sun Apr 28 15:06:49 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 286947 [Sun Apr 28 15:06:52 2013] Ganer bashes Zun Thall Xakra for 17 points of damage.
eqlog_Layonhands_52[65PAL].txt 286961 [Sun Apr 28 15:06:52 2013] Xibantik bashes Zun Thall Xakra for 14 points of damage.
eqlog_Layonhands_52[65PAL].txt 286973 [Sun Apr 28 15:06:53 2013] Zun Thall Xakra regains concentration and continues casting.

eqlog_Layonhands_52[65PAL].txt 286976 [Sun Apr 28 15:06:53 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 287001 [Sun Apr 28 15:06:55 2013] Garab bashes Zun Thall Xakra for 25 points of damage.
eqlog_Layonhands_52[65PAL].txt 287029 [Sun Apr 28 15:06:56 2013] Ganer bashes Zun Thall Xakra for 24 points of damage.
eqlog_Layonhands_52[65PAL].txt 287044 [Sun Apr 28 15:06:57 2013] Xibantik bashes Zun Thall Xakra for 20 points of damage.
eqlog_Layonhands_52[65PAL].txt 287082 [Sun Apr 28 15:07:00 2013] Zun Thall Xakra's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 287083 [Sun Apr 28 15:07:00 2013] Zun Thall Xakra is stunned by Divine Power.

eqlog_Layonhands_52[65PAL].txt 2110304 [Wed Jun 26 21:57:52 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 2110328 [Wed Jun 26 21:57:53 2013] Gobantik bashes Zun Thall Xakra for 29 points of damage.
eqlog_Layonhands_52[65PAL].txt 2110360 [Wed Jun 26 21:57:55 2013] Zun Thall Xakra's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 2110361 [Wed Jun 26 21:57:55 2013] Zun Thall Xakra is stunned by a gust of air.

eqlog_Layonhands_52[65PAL].txt 2895530 [Thu Jul 11 15:40:47 2013] Zun Zethon Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 2895556 [Thu Jul 11 15:40:48 2013] Jibeker kicks Zun Zethon Xakra for 21 points of damage.
eqlog_Layonhands_52[65PAL].txt 2895561 [Thu Jul 11 15:40:48 2013] Jobobn bashes Zun Zethon Xakra for 13 points of damage.
eqlog_Layonhands_52[65PAL].txt 2895566 [Thu Jul 11 15:40:49 2013] Zun Zethon Xakra's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 2895567 [Thu Jul 11 15:40:49 2013] Zun Zethon Xakra is stunned by Divine Power.

eqlog_Layonhands_52[65PAL].txt 2895797 [Thu Jul 11 15:41:02 2013] Zun Zethon Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 2895817 [Thu Jul 11 15:41:03 2013] Jobobn kicks Zun Zethon Xakra for 24 points of damage.
eqlog_Layonhands_52[65PAL].txt 2895849 [Thu Jul 11 15:41:05 2013] Zun Zethon Xakra's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 2895850 [Thu Jul 11 15:41:05 2013] Zun Zethon Xakra is stunned by Divine Power.

eqlog_Layonhands_52[65PAL].txt 4283906 [Thu Aug 08 16:48:20 2013] Zun Liako begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 4283962 [Thu Aug 08 16:48:23 2013] Gontik kicks Zun Liako for 17 points of damage.
eqlog_Layonhands_52[65PAL].txt 4283989 [Thu Aug 08 16:48:24 2013] Zun Liako's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 4283990 [Thu Aug 08 16:48:24 2013] Zun Liako is struck by a sudden force.

eqlog_Layonhands_52[65PAL].txt 5236690 [Tue Aug 20 17:22:30 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 5236741 [Tue Aug 20 17:22:34 2013] Manlee bashes Zun Thall Xakra for 6 points of damage.
eqlog_Layonhands_52[65PAL].txt 5236781 [Tue Aug 20 17:22:35 2013] Zun Thall Xakra regains concentration and continues casting.
eqlog_Layonhands_52[65PAL].txt 5236782 [Tue Aug 20 17:22:35 2013] Manlee has been struck by the judgement of the gods.

eqlog_Layonhands_52[65PAL].txt 5237936 [Tue Aug 20 17:23:59 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 5237938 [Tue Aug 20 17:23:59 2013] Xarartik bashes Zun Thall Xakra for 15 points of damage.
eqlog_Layonhands_52[65PAL].txt 5237957 [Tue Aug 20 17:24:02 2013] Zun Thall Xakra's casting is interrupted!
eqlog_Layonhands_52[65PAL].txt 5237958 [Tue Aug 20 17:24:02 2013] Zun Thall Xakra is stunned by Divine Power.

eqlog_Layonhands_52[65PAL].txt 5238074 [Tue Aug 20 17:24:14 2013] Zun Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 5238094 [Tue Aug 20 17:24:16 2013] Xarartik bashes Zun Thall Xakra for 18 points of damage.
eqlog_Layonhands_52[65PAL].txt 5238113 [Tue Aug 20 17:24:17 2013] Zun Thall Xakra regains concentration and continues casting.
eqlog_Layonhands_52[65PAL].txt 5238129 [Tue Aug 20 17:24:21 2013] Zun Thall Xakra is struck by a sudden force.

eqlog_Layonhands_52[65PAL].txt 5246012 [Tue Aug 20 17:42:48 2013] Zun Liako Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 5246025 [Tue Aug 20 17:42:49 2013] Kazlan bashes Zun Liako Xakra for 42 points of damage.
eqlog_Layonhands_52[65PAL].txt 5246060 [Tue Aug 20 17:42:51 2013] Zun Liako Xakra regains concentration and continues casting.

eqlog_Layonhands_52[65PAL].txt 255998 [Sun Apr 28 14:37:41 2013] Eom Thall Xakra begins to cast a spell.
eqlog_Layonhands_52[65PAL].txt 256098 [Sun Apr 28 14:37:47 2013] Manlee bashes Eom Thall Xakra for 3 points of damage.
eqlog_Layonhands_52[65PAL].txt 256120 [Sun Apr 28 14:37:48 2013] Xibantik bashes Eom Thall Xakra for 21 points of damage.
eqlog_Layonhands_52[65PAL].txt 256145 [Sun Apr 28 14:37:50 2013] Thuule bashes Eom Thall Xakra for 1 point of damage.
eqlog_Layonhands_52[65PAL].txt 256166 [Sun Apr 28 14:37:51 2013] Eom Thall Xakra regains concentration and continues casting.
eqlog_Layonhands_52[65PAL].txt 256167 [Sun Apr 28 14:37:51 2013] Eom Thall Xakra is completely healed.

Erati
02-11-2019, 01:27 PM
bump w this going live next patch lets make sure mana drain mechanics are working as they should or gating/healing dragons will be unkillable

bomaroast
02-11-2019, 01:42 PM
In a similar vein, the Slam skill that the large races have should not be interupting casters. It was totally useless on live.

Erati
02-11-2019, 01:48 PM
In a similar vein, the Slam skill that the large races have should not be interupting casters. It was totally useless on live.

please provide evidence for out of left field claims, I dont remember that angle actually the opposite is what I remember.

Sunderfury
09-29-2019, 11:20 AM
Moving to resolved as this was just patched in.