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  #51  
Old 11-26-2013, 01:56 AM
Furniture Furniture is offline
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How much of the code was changed from the original eqemu ac code? I am very familiar with AC code on eqemu and i'm sure you guys have changed it somewhat since i remember at the start of this server ac wasnt working at all and one of the patch notes said that you guys had fixed ac to be more important

can you let us know what exactly did you guys change? original eqemu code does definitely have the softcaps and shield ac code in place so unless you removed them I don't see how they wouldnt still be there
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  #52  
Old 11-26-2013, 02:01 AM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
  • The shield AC isnt handled any differently from normal AC
  • Soft caps arent in place (?)
I'm guessing that this code implements the post from Treats I linked in the OP. According to him both the soft cap and the shield AC thing are from the Luclin rework.
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  #53  
Old 11-26-2013, 11:25 AM
koros koros is offline
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Parses seem to indicate softcaps aren't in place, so that makes sense. Can you share the code of the methods utilized so we can see if they match up with the softcap info from the original devs? It's possible people just have a lot more ac now than they had on live and are noticing it to a much greater degree.
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  #54  
Old 11-26-2013, 12:56 PM
Alecta Alecta is offline
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Quote:
Originally Posted by koros [You must be logged in to view images. Log in or Register.]
Can you share the code of the methods utilized so we can see if they match up with the softcap info from the original devs?
Nilbog said he was fine with it, waiting on permission from Rogean.

Again, I'm pretty new here and am really just supposed to work on PvP stuff, so I am not comfortable posting other peoples contributions to the code base.
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  #55  
Old 11-26-2013, 02:18 PM
Treats Treats is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Disclaimer: I cant step through my debugger right now, it's late, and I am out of town for the week, so this information might be wrong.

The AC system isn't very clean, but from what I can tell:
  • The shield AC isnt handled any differently from normal AC
  • Soft caps arent in place (?)

These are both due to the fact that the "NPC hitting a target" code uses the AC variable (which is what is displayed client side) and doesnt use the RealAC variable (which is what takes into account soft caps, shield AC, etc).

Also, I'd ignore the #ac_test command since that simulates "Player attacking something" and not "NPC attacking something" - and those follow different code paths.

NPC::ProcessAttack -> Mob::MeleeMitigation -> defender->GetAC()
vs
Client::ProcessAttack -> Client::ThrowATKvAC_D20I -> defender->GetRealAC()

Off topic: I am curious if the Monk AC bonus is working properly all the time. It seems that due to the order the bonuses are calculated, it might not be.

Anyway, will post more when I have more time to dig into this.
(Don't use anything from my previous post here in the Bug forums about AC, some of it is not correct)

Player vs NPC AC

NPC AC is easy to calculate but the problem is determining the value of their Mitigation AC from Equipment
NPC Avoidance AC = Agility from Table + (Defense * 16/9)
NPC Mitigation AC = (Buffs/4) + (Defense/3) + (Equipment * 4/3)

NPC's rarely wear any armor. The only thing I could think of that NPCs would have used was the max capped value for their level. This would be determined in relation to whether they were a Melee or a Caster.

Melee (non casters)

60 - 289
59 - 275
58 - 261
57 - 247
56 - 233
55 - 219
54 - 205
53 - 191
52 - 177
51 - 163
50 - 149 or 50 - 160
40 - 119 or 40 - 130
30 - 89 or 30 - 100
20 - 59 or 20 - 70
10 - 29 or 10 - 40
1 - 2 or 1 - 10

Caster (Nec/Wiz/Mag/Ench)

60 - 385
59 - 366
58 - 348
57 - 329
56 - 310
55 - 292
54 - 273
53 - 254
52 - 236
51 - 217
50 - 198
40 - 158
30 - 118
20 - 78
10 - 38
1 - 2

So an Enchanter NPC that is level 42 would have 166 Raw AC for Mitigation -- Just like a player wearing that amount of Hardcapped Raw Mitigation AC. This would also explain why Trakanon Mitigated damage so well, I think he was classified as a fucking Necro (lol) so his Mitigation AC was off the charts.

Bonuses

These are the three bonuses that I know of (think there is one more):

Iksar Bonus (Level / 2) + 5 added to Mitigation
Monk Bonus ((Level + 5) * 4) / 3 to Mitigation
Rogue bonus ((Level + 5) * 4) / 3 to Mitigation

Hardcaps/Softcaps

In reality there should not be any Total Hardcaps or Softcaps
Defense Skill is capped per level
Agility is capped at 255
Melee Raw AC is capped per level
Caster Raw AC is capped per level
Buffs Values are exact depending on Spell

Player AC

NPC::ProcessAttack -> Mob::MeleeMitigation -> defender->GetAC()

This needs to totally be reworked from the ground up, its fucked here.
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  #56  
Old 11-26-2013, 09:11 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Nilbog said he was fine with it, waiting on permission from Rogean.

Again, I'm pretty new here and am really just supposed to work on PvP stuff, so I am not comfortable posting other peoples contributions to the code base.
I do not mind sharing the information for collaborative efforts to improve it. I feel as though we have enough people here to contribute.
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  #57  
Old 12-08-2013, 10:25 AM
Jimjam Jimjam is offline
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If AC doesn't work how come there seems to be decent mitigation at lower levels?

Is there a component to mitigation besides worn AC (ignoring spells) that is more effective at lower levels? or does NPC attack outscale player AC too much at higher levels?
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  #58  
Old 12-16-2013, 06:59 AM
Fregar Fregar is offline
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All of this sounds classic to me o.0
Is it how AC should work in a modern game? No.
Is it how it worked in 2000-2001 Everquest? I think so.

I used to play SK on live Velious/SOL/POP, doing raids Mostly. Had lvl 40-50ish ench/wiz/clr/war alts too.

If I remember correctly, AC had a soft cap, and past that cap you had to stack a huge amount of it to make even a small difference.
Thats the reason why I used skyshrine armor over kael one.
And we didn't bother with shields either.

This is from a sk point of view of course, I don't remember details about warriors MT'ing Vyemm and AoW.

If someone would do some parsing to show AC is or is not broken, It would better be done with a lvl 40 plate class from naked to full stuff vs a sabrethooth tiger imo.
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  #59  
Old 12-16-2013, 01:06 PM
Splorf22 Splorf22 is offline
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Did you actually read this thread?
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Quote:
Originally Posted by Arteker
in words of anal fingers, just a filthy spaniard
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  #60  
Old 12-16-2013, 01:29 PM
Jimjam Jimjam is offline
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He does have a point that evaluating whether AC is broken or not is probably best done with a mid level character where you can stack a lot of armour.

I'd probably try it in a non-kunark zone first, aren't kunark mobs meant to be considerably harder hitting than 'old world' stuff?
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