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Old 11-23-2009, 04:18 PM
Aeolwind Aeolwind is offline
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The change I made was fairly drastic and I have some tweak room still. I'm still looking for my old parses, I'd found conclusive information on hit rates way back when but I can't find them now. I'm betting they are on my old PC Cowboy2, but omg the noises it makes.
  #2  
Old 11-23-2009, 06:17 PM
stormlord stormlord is offline
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Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
The change I made was fairly drastic and I have some tweak room still. I'm still looking for my old parses, I'd found conclusive information on hit rates way back when but I can't find them now. I'm betting they are on my old PC Cowboy2, but omg the noises it makes.
Gl on finding them and thanks for all the work you're doing. A change to melee will help to bring some people back who left because of it.
  #3  
Old 11-23-2009, 04:26 PM
girth girth is offline
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I hopped on and killed a dark blue con aviak in SK. I was full hp, the fight ended with me winning but having like 2% health left. I did not use Mend.

The fact that my monk could even solo 1 dark blue con means something has changed big time. Although I did not record one dodge or block during the fight, it does seem much better in that I don't get ROFLstomped every time I try to solo a dark blue.
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  #4  
Old 11-23-2009, 04:27 PM
Myrkskog Myrkskog is offline
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Thanks for being so vigilant on the issue, its really appreciated.
  #5  
Old 11-23-2009, 04:38 PM
Kantan Kantan is offline
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Originally Posted by girth [You must be logged in to view images. Log in or Register.]
I hopped on and killed a dark blue con aviak in SK. I was full hp, the fight ended with me winning but having like 2% health left. I did not use Mend.

The fact that my monk could even solo 1 dark blue con means something has changed big time. Although I did not record one dodge or block during the fight, it does seem much better in that I don't get ROFLstomped every time I try to solo a dark blue.
Well you lived so I have to agree, that it is better. I think it has to do with the old classic monk AC calculation and this being the titanium edition.

I tried to look on the old boards for the post I made about it. Had some quotes from Abashi but the boards are not available. Way later they nerfed monk ac and block. We need to somehow unerf it.
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Old 11-23-2009, 04:51 PM
Aeolwind Aeolwind is offline
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Originally Posted by Kantan [You must be logged in to view images. Log in or Register.]
Well you lived so I have to agree, that it is better. I think it has to do with the old classic monk AC calculation and this being the titanium edition.

I tried to look on the old boards for the post I made about it. Had some quotes from Abashi but the boards are not available. Way later they nerfed monk ac and block. We need to somehow unerf it.
We checked through the code, block and AC calculations are done equally for all classes. So, there is nothing to un-nerf. IE 900 ac on a warrior is the same as 900ac on a cleric or (holy crap tank) 900ac wizard.

The defensive skills not firing correctly has me puzzled. Rogean has more experience poking around, but the seem to fire for other classes, just not monk.
  #7  
Old 11-23-2009, 05:25 PM
guineapig guineapig is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
We checked through the code, block and AC calculations are done equally for all classes. So, there is nothing to un-nerf. IE 900 ac on a warrior is the same as 900ac on a cleric or (holy crap tank) 900ac wizard.

The defensive skills not firing correctly has me puzzled. Rogean has more experience poking around, but the seem to fire for other classes, just not monk.
This is not how it should be. Wizards and monks have completely different AC soft caps than warriors or clerics.

There are separate soft caps for plate, chain, leather and cloth and hence AC should only be calculated the same until a soft cap is hit, then it starts changing drastically. 900AC for example is way beyond all soft caps in classic.
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Old 11-23-2009, 06:17 PM
Haynar Haynar is offline
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Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
This is not how it should be. Wizards and monks have completely different AC soft caps than warriors or clerics.

There are separate soft caps for plate, chain, leather and cloth and hence AC should only be calculated the same until a soft cap is hit, then it starts changing drastically. 900AC for example is way beyond all soft caps in classic.
Programming different mitigation schemes based on type of armor being worn is extremely difficult. Especially since the chain and cloth armor wearers tend to not have very much parse data from days old.

Maybe if the wizards and mages would tank more, and get us a ton of parses, a better job could be done.

Silly mages...

Sometimes programming to be exactly like live is easy to say, but not always easy to do.

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  #9  
Old 11-23-2009, 07:36 PM
Tenudil Tenudil is offline
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Haven't had enought time to get significant parses, but from what I have seen, it looks pretty good overall. Hit rates seem to be pretty close to what i would expect on green through even con mobs without having all the avoidance skills yet. Higher con mobs might actually be missing more then they should right now.


Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
This is not how it should be. Wizards and monks have completely different AC soft caps than warriors or clerics.

There are separate soft caps for plate, chain, leather and cloth and hence AC should only be calculated the same until a soft cap is hit, then it starts changing drastically. 900AC for example is way beyond all soft caps in classic.
I doubt those existed in the forms you are familiar with in classic, if they existed at all then. They were likely introduced in the Kunark expansion and involved the actual total raw AC of the items before being equipped. IE not based on the AC value shown by the client.

Just posting this to show that they aren't likely to get met anytime soon here anyway.
Cloth..........= ~75 worn AC
Leather......= ~100 worn AC
Monk..........= ~120 worn AC
Chain.........= ~200 worn AC
Plate .........= ~300 worn AC

I did find an interesting post from a pre PoP parse that was actually made by SOE when dealing with the monk nerf. It is obviously from the Luclin era and involved lvl 51's and lvl 60's fighting mobs 3 to 4 levels lower, but you might find some use from it.

http://www.thesteelwarrior.org/forum...ight=monk+nerf

Class War Pal Mnk
Level 51 51 51
Raw Item AC 184 181 107
Agility 157 144 169
Dodge 3.4% 3.1% 4.4%
Block 0 % 0% 10.2%
Riposte 4.4% 3.9% 4.1%
Parry 5.2% 4.6% 0%
Skill Evasion 12.9% 11.5% 18.7%
Hit Rate 61.2% 61.3% 58.2%
Avg Hit 72.6 72.9 74.6
% Hits for Max 10.2% 10.5% 11.5%
Avg Dmg / Round 59.7 61.1 54.5
DPS 28.2 28.8 25.7


Class War Pal Mnk
Level 60 60 60
Raw Item AC 296 281 163
Agility 177 152 187
Dodge 4.3% 3.9% 4.9%
Block 0 % 0% 11.4%
Riposte 4.8% 4.3% 4.5%
Parry 5.8% 5.2% 0%
Skill Evasion 14.9% 13.4% 20.8%
Hit Rate 59.4% 59.7% 59.3%
Avg Hit 107.3 109.9 113.6
% Hits for Max 10.4% 11.7% 13.6%
Avg Dmg / Round 87.4 91.7 86.1
DPS 50.8 53.3 50
  #10  
Old 11-23-2009, 07:08 PM
Kantan Kantan is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
We checked through the code, block and AC calculations are done equally for all classes. So, there is nothing to un-nerf. IE 900 ac on a warrior is the same as 900ac on a cleric or (holy crap tank) 900ac wizard.

The defensive skills not firing correctly has me puzzled. Rogean has more experience poking around, but the seem to fire for other classes, just not monk.


Monks have a different AC multiplier and cap than other classes also block should work much more frequently than it currently does. I'll see if I can find the abashi comments.
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