Project 1999

Go Back   Project 1999 > Server Issues > Bugs

Reply
 
Thread Tools Display Modes
  #71  
Old 01-19-2026, 09:28 PM
Xersius Xersius is offline
Kobold


Join Date: Apr 2012
Posts: 132
Default

Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
I'm feeling pretty good with the local code now. Still needs more testing, but here is a summary of changes being tested so far.

-Archery damage no longer receives a damage bonus from mainhand weapon delay
-Archery damage scales with Dexterity instead of Strength
-Rangers can critically hit with archery at level 12 [Aug1999]
-Rogues can critically hit with throwing weapons at level 12 [Aug1999]
-Archery and throwing weapon hits display "X was hit by non-melee for Y points of damage" followed by "You hit X for Y points of damage"

Trueshot
[!Jan2001]
-All bows act as 45 damage bows while Trueshot is active
[Jan2001]
-Uses actual bow damage
-Added delay-based damage bonus (slower bows receive larger damage bonuses)

Expected Impact
-Rangers with high Dexterity will deal more damage with bows
-[Jan2001] Trueshot Discipline used with slow, high-delay bows will be more powerful


From the posted logs, damage seems close. With a fully raid buffed BIS ranger, it is possible (not likely) to achieve ~1000-1200 damage crits with Trueshot. Any additional logs would still be helpful.

And I just noticed when Trueshot fades, it says 'The natural energy fades from your bow.', but according to the logs it should say 'You lose the concentration to remain in your fighting discipline.' I'll see about changing that.
I figure id post this here also to ensure some visibility on the *real* ranger concern in the raid scene:

One of the *bigger* issues in my eyes, is while double damage and trueshot can be reworked to reflect better bow dps - we still have rooted raid targets. The coding would need to change to have mobs in TOV be 99999% snared, rather than rooted, to allow for double damage shots. Otherwise a large portion of raid content is altered regarding ranger bow shot DPS (a classic and unique ranger feature) due to out of era rooting of raid bosses.
__________________
Xersius The Tactician
Project 1999 Green Server
<Kingdom>
Reply With Quote
  #72  
Old 01-20-2026, 12:24 AM
CrazyPro CrazyPro is offline
Sarnak

CrazyPro's Avatar

Join Date: Jan 2020
Location: Oggok
Posts: 232
Default

Quote:
Originally Posted by Xersius [You must be logged in to view images. Log in or Register.]
I figure id post this here also to ensure some visibility on the *real* ranger concern in the raid scene:

One of the *bigger* issues in my eyes, is while double damage and trueshot can be reworked to reflect better bow dps - we still have rooted raid targets. The coding would need to change to have mobs in TOV be 99999% snared, rather than rooted, to allow for double damage shots. Otherwise a large portion of raid content is altered regarding ranger bow shot DPS (a classic and unique ranger feature) due to out of era rooting of raid bosses.
This. This, 100%.
__________________
Green:
Rimurok 60 Ogre Shadowknight <Castle>
Nilwen 56 Ogre Druid <Castle>
Pygnomaniac 4 GnOgre Wizard <Castle>
Mirnimhirnsvirf 13 Cancermancer <Castle>
__________________
Green: ACTIVE
Blue: INACTIVE
Red: INACTIVE

Quarm is love Quarm is life
Reply With Quote
  #73  
Old 01-20-2026, 09:40 AM
nilbog nilbog is offline
Project Manager

nilbog's Avatar

Join Date: Oct 2009
Posts: 14,708
Default

I appreciate the perspective, but this is a bug thread focused on archery mechanics themselves, not raid npc design or tov encounter behavior. Those are valid concerns, but they’re a separate issue and would be better discussed in their own thread. This thread is intended to cover archery as a system, including its impact outside of raids.
Reply With Quote
  #74  
Old 01-20-2026, 04:40 PM
Vaarsuvius Vaarsuvius is offline
Sarnak

Vaarsuvius's Avatar

Join Date: Jan 2020
Posts: 328
Default

Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
I appreciate the perspective, but this is a bug thread focused on archery mechanics themselves, not raid npc design or tov encounter behavior. Those are valid concerns, but they’re a separate issue and would be better discussed in their own thread. This thread is intended to cover archery as a system, including its impact outside of raids.
Another thing that has been bugging me for a long time about Archery is the terrible miss rate we get when a mob is partially pinned against/ pushed “inside” a wall

That does not prevent melees from auto attacking mobs but for some reason Archery suffers a lot from that even for mobs with a huge hit box
__________________
"I am somewhat preoccupied telling the Laws of Physics to shut up and sit down."
Reply With Quote
  #75  
Old 01-20-2026, 05:13 PM
CrazyPro CrazyPro is offline
Sarnak

CrazyPro's Avatar

Join Date: Jan 2020
Location: Oggok
Posts: 232
Default

Quote:
Originally Posted by Vaarsuvius [You must be logged in to view images. Log in or Register.]
Another thing that has been bugging me for a long time about Archery is the terrible miss rate we get when a mob is partially pinned against/ pushed “inside” a wall

That does not prevent melees from auto attacking mobs but for some reason Archery suffers a lot from that even for mobs with a huge hit box
That's classic. You couldn't corner-pin mobs because arrow collision was busted and the arrows wouldn't collide.
__________________
Green:
Rimurok 60 Ogre Shadowknight <Castle>
Nilwen 56 Ogre Druid <Castle>
Pygnomaniac 4 GnOgre Wizard <Castle>
Mirnimhirnsvirf 13 Cancermancer <Castle>
__________________
Green: ACTIVE
Blue: INACTIVE
Red: INACTIVE

Quarm is love Quarm is life
Reply With Quote
  #76  
Old 01-20-2026, 08:32 PM
Tomacco Tomacco is offline
Skeleton


Join Date: Nov 2015
Posts: 15
Default

Nilbog,

Is there anything else we can do to provide data, testing, etc?

This may be disproportionately more of an issue for some than others, but some of us have been waiting years [You must be logged in to view images. Log in or Register.]

Thanks again for figuring this out.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 12:18 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.