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Old 06-12-2020, 08:48 PM
loramin loramin is offline
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Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
Once a shaman get's torpor race doesn't matter.
This is the correct takeaway. Not being a Barbarian is by far the thing you will notice most out of any Shaman race IMHO, simply because it limits where you can buy/sell/bank so severely (and you'll likely notice the comparative XP bonus also). Next would be not being a Troll/Iksar, because you will notice that lack of regen leveling up ... but then at 45+ an Iksar likely will miss the JBB.

And then finally after months, if not years of playing your character, you finally reach 60 and manage to acquire 60 ... and technically, on paper, if we're all being fair, Ogre becomes the best ... but it's by a tiny margin and really, again:

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race doesn't matter.
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ps. sorry loramin getting my (another) +1 post count for the day, no disrespect sir.
None taken (I quoted you after all [You must be logged in to view images. Log in or Register.])
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Last edited by loramin; 06-12-2020 at 08:51 PM..
  #2  
Old 06-12-2020, 08:53 PM
Baler Baler is offline
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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
acquire 60 ... and technically, on paper, if we're all being fair, Ogre becomes the best
Bull fuckin shit

Troll is the best shaman race

Stuns DOES NOT EQUAL INTTERUPT

Ogres can be interrupted the same as trolls

Trolls however get racial regen FOREVER

TROLL > OGRE
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Old 06-12-2020, 08:54 PM
loramin loramin is offline
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Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
Bull fuckin shit

Troll is the best shaman race

Stuns DOES NOT EQUAL INTTERUPT

Ogres can be interrupted the same as trolls

Trolls however get racial regen FOREVER
We'll have to agree to disagree (over the tiniest of differences: whether FSI or Troll regen is better at 60, when both barely matter) [You must be logged in to view images. Log in or Register.]
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  #4  
Old 06-12-2020, 10:33 PM
DMN DMN is offline
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loramin did you respond to this but delete it cause I deleted it? LOL. Sorry. I wanted to refresh my memory on ticks to not waste someone else's time but still found no resolution to the quandry.

Anyway the post:

Where are people getting this 4-5 torpor ticks from? I know i see it on the wiki, but that's not how it should work. Either it should wait for the first tick, and then give you all the ticks eventually or if p99 is simply using seconds duration for the spell and then only giving health on spell duration which overlap with the server ticks, then you'd never get 5 ticks either as you'd have to land the spell the exact moment a tick was happening just to get 4 ticks(which would mean you'd virtually never get 4 ticks either).

So how is this 5 ticks allegedly happening on p99?
  #5  
Old 06-13-2020, 12:24 AM
DMN DMN is offline
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Eh? the spells are supposed to be measured purely in ticks, which just coincidentally are 6 seconds a part. it should be virtually impossible to cast it on the first tick and even if it did would just count it as a tick,leaving you with just 3 more to go. See this wiki https://wiki.project1999.com/Vexing_Mordinia for a counter claim of getting less ticks than advertised. Something is fucky.
  #6  
Old 06-13-2020, 12:34 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
Eh? the spells are supposed to be measured purely in ticks, which just coincidentally are 6 seconds a part. it should be virtually impossible to cast it on the first tick and even if it did would just count it as a tick,leaving you with just 3 more to go. See this wiki https://wiki.project1999.com/Vexing_Mordinia for a counter claim of getting less ticks than advertised. Something is fucky.
I just edited my post, so you may not have seen it. From a data perspective, you would NOT want to keep track of a spell like Aegolism on a per tick basis. That is hours of extra data going over the network. For buffs like Aegolism, you only need to keep track of when the buff wears off. This is because buffs like Aegolism do not do anything on tick. They just sit there. You are not trying to resist Aegolism every tick, for example.

You only need to keep track of a spell on a per tick basis when it needs to be tracked. DoTs, Roots, Mesmerizes, etc. would all be examples of spells you need to keep track of on a per tick basis. This is because you could resist the spell each tick. This means the game needs to be stricter on monitoring these kinds of spells. This is why you wouldn't get an extra tick on a DoT.

Regeneration and Torpor are probably classified in the first type of buff, a buff like Aegolism. The server doesn't care about the buff on a per tick basis. The server just cares about when the buff needs to wear off. This means you could get an extra tick of Regeneration, or Torpor, if you happened to land the spell right as the next server tick hit. I did confirm it on my Shaman, too. You only get 1500 HP if you land Torpor on the server tick.
Last edited by DeathsSilkyMist; 06-13-2020 at 12:42 AM..
  #7  
Old 06-13-2020, 12:43 AM
DMN DMN is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
I just edited my post, so you may not have seen it. From a data perspective, you would NOT want to keep track of a spell like Aegolism on a per tick basis. That is hours of extra data going over the network. For buffs, you would only want to keep track of when the buff needs to wear off. This is because buffs do not do anything on tick. They just sit there. You are not trying to resist Aegolism every tick, for example.

You only need to keep track of a "buff" on a per tick basis when it needs to be kept track of. DoTs, Roots, Mesmerizes, etc. would all be examples of spells you need to keep track of on a per tick basis. This is because you could resist the spell each tick.

Regeneration and Torpor are probably classified in the first type of buff, a buff like Aegolism. The server doesn't care about the buff on a per tick basis, just when it needs to wear off.
It doesn't matter if it's considered a buff/debuff, the healing ticks should only be 4 at maximum. For instance, the fact you got hit by the speed debuff of torpor a couple of seconds before the tick shouldn't change the number of healing ticks, only the total time you are slowed/snared. So you may have been snared/slowed for 27 seconds, but you still only got healed for 4 ticks.
  #8  
Old 06-13-2020, 12:50 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
It doesn't matter if it's considered a buff/debuff, the healing ticks should only be 4 at maximum. For instance, the fact you got hit by the speed debuff of torpor a couple of seconds before the tick shouldn't change the number of healing ticks, only the total time you are slowed/snared. So you may have been snared/slowed for 27 seconds, but you still only got healed for 4 ticks.
I do programming for a living. This game was built in 1999. Keeping track of every single spell on a character on a per tick basis is a waste of your 56k modem's precious data.

There are two kinds of spells that can stick on a player:

1. Passive buffs
2. Spells that can be resisted.

For passive buffs, there is no need to check the buff on a per tick basis. The server just needs to know when the buff should wear off, and if the player has forcibly removed the buff.

For spells that can be resisted, the server must keep track of the spell on a per tick basis. This is because each tick could cause the spell to be resisted. These kinds of spells must be strictly monitored. This is why you cannot get an extra tick on a DoT, a root, a charm, etc.

For passive buffs, you COULD get an extra tick, because the server is just checking for when the spell wears off, not how many ticks the buff has lasted. Torpor is almost certainly classified as a passive buff with a short timer, rather than a DoT. It makes sense, since Torpor is like a super regeneration. The Regeneration line of spells probably works the same way. The server isn't checking the spell on a per tick basis. The server just checks if you have the buff, and gives you the extra HP.
  #9  
Old 06-13-2020, 01:47 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
It only heals you on a server tick. How is this possibly confusing you?
I am not confused at all lol. I am trying to fix your confusion. Let me be as clear as possible.

Torpor lasts 24 seconds, No matter what. Here is how you can get 1500 HP:

1. Topor Lands.
2. Server Tick happens right after Torpor Lands.
3. The buff has 24 seconds remaining, you gain 300 HP.
4. The buff has 18 seconds remaining, you gain 300 HP.
5. The buff has 12 seconds remaining, you gain 300 HP.
6. The buff has 6 seconds remaining, you gain 300 HP.
7. The buff has just over 0 seconds remaining, you gain 300 HP.
8. Your state of Torpor ends.

Here is how you get 1200 HP:

1. Torpor Lands
2. Server tick happened 3 seconds ago.
3. The buff has 21 seconds remaining, you gain 300 HP.
4. The buff has 15 seconds remaining, you gain 300 HP.
5. The buff has 9 seconds remaining, you gain 300 HP.
6. The buff has 3 seconds remaining, you gain 300 HP.
7. Your state of Torpor ends.
8. The next server tick happens, 3 seconds later.

The reason why Torpor acts like this is because the game does not strictly monitor how many times Torpor has healed you. The game only checks if you have Torpor on as a buff, and it gives you 300 HP every tick.

Torpor does NOT get checked in the same way as a spell like root. Root must last 8 ticks, no matter what, and root needs to be checked every tick, to see if the resistance check has been passed. There is different game logic when dealing with root spells, as opposed to spells like Torpor, Aegolism, etc.
  #10  
Old 06-13-2020, 02:01 AM
DMN DMN is offline
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No, this is how it works:

Server tick occurs.
"does client have torpor?"
No-> do nothing
yes->update life of player on server and set torpor to -1. send packet to player with updated life



if you got healed by torpor you lost a tick, the end of story. Even If you cast it "just before" the tick and the spell was measured in seconds not ticks, the 24 seconds will elapse just before the 5th tick.
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