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  #31  
Old 10-01-2012, 10:05 PM
HawkMasterson1999 HawkMasterson1999 is offline
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This is like when people say chocolate doesn't make you break out with zits. It's not superstition or confirmation bias when it happens consistantly every time. I've played many many hours charming over the years and charm duration most certainly is effected by charisma.
  #32  
Old 10-01-2012, 10:45 PM
Silo69 Silo69 is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Charisma provides a straight 1:10 ratio of Mez and Charm resist modifier. If your Charisma is 200, mobs have a -20 modifier to their resist roll. That is by FAR the most important thing that an attribute can do for you as an Enchanter.
without complicating this thread anymore

^^^^^^^

200 cha = 10% chance to not have a target resist your mez/charm

spot on post!!!!!

+5 int = 2% of my mana, +20 int equal 8% of my mana

at my lvl my max charm costs me roughly 16% of my mana

so one fail charm or resist, or early break at any point = 16% mana wasted

cha > int if (resist is not met) > cha

the return on +cha over +int is 2:1 with the current game mechanics

but when it comes to random number generator id rather be holding the 10% chance to not resist out of 8 rolls than to have 2 early breaks or god forbid a straight resist

balance is everything, finding that sweet spot
Last edited by Silo69; 10-01-2012 at 10:54 PM..
  #33  
Old 10-01-2012, 10:57 PM
Splorf22 Splorf22 is offline
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You guys are all proposing a false dilemma. The choice is not between CHA and INT. If it was, I'd go cha all the way unless I was fighting L56+ mobs when Rapture is useful (its a huge manahog). I don't think its a huge difference but I would trade 500 max mana for a 10% increase in charm durations and not think twice about it (5% I'd have to consider a bit but I'd probably do it).

The choice is between CHA and HP. And I am firmly on the side of HP there. When you start charming L50+ mobs with weapons and epic haste against L55+ mobs that hit for 200+ . . . you need HP and AC. Loraen has 75 starting CHA and just epic+insidious halo+sky shoulders+sky neck+buff gets him to 180. Throw in the CHA you get from a Hiero cloak and random hate pieces and you'll hit 200 without trying, and after that my personal opinion is HP/AC all the way.
  #34  
Old 10-02-2012, 02:14 AM
Sollannix Sollannix is offline
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Thanks for clearing that up Splorf/Loraen. I remember grouping with you on your monk alt in KC where i was "healing" you with the str rune cause we couldnt find a real healer, lol.....I enjoyed that. I read your guide and liked it, thank you for posting that to the wiki.

As Loraen said, I don't think that anyone is denying that charisma plays a role in charm duration...what is being questioned is whether or not you get a significant increase in the duration and thus if the gear used to amp up cha would be better spent on something else.....like AC and hitpoints to increase your survivability. I think even an increase in mana would be good in case you need to rune yourself or the cleric in a dire situation, or if you like to stun to save cleric mana. You can still keep a kick ass charmed dps pet and do all of this with less charisma.

My understanding is that higher levels affects duration most, then the mob's MR....and then charisma being a third check. In my experience the third check is so weak you're better off with more AC and HP. I fully understand the argument that even a slightly longer duration = less mana spent on charming over time. But the trade off is lessening your survivability via Ac and HP for a slight increase in charm duration time that is so gimp there are many posts with many pages over the years questioning its signifigance. Again, yes it is true that even a small duration increase of 10% will save you a chunk of mana...but swapping some cha gear for survivability gear just might save you even a ton more time and mana spent waiting for a rez effects timer to end so you can spam extinguish fatigue and rebuff.

One thing that i think also has been mentioned is that charisma also apparently can affect whether or not a mob resists charm....thus eating up your mana even more if resisted. I cant even remember the last time a mob has resisted charm, but obviously that is going to hurt you if you are using a mana hog like Boltrans. It really comes down to a question of gameplay preference.

The following link is to a post that was done by someone who said they did some work to gather data on duration..this is from post-velious live...their result was that they thought charisma affected duration time possibly less than 10%. If someone would like to repeat this test doing something similar with P99 mobs and post to this thread their results that would be awesome.....I wish the devs would just state exactly how the formula worked in terms of the cha third check impact in relation to the first two checks instead of allowing post after post on this year after year ...lol.

The Enchanter is a thinking persons class, which is why we have civilized debates about stuff like this, whereas other classes might be flaming each other over minor disagreements.

Here is the link from 2003(this debate just never ever ends):

http://www.therunes.net/forums/viewtopic.php?t=1148
  #35  
Old 10-02-2012, 05:28 AM
A1551 A1551 is offline
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Am in full agreement about survivability being #1 (Hp/AC), I didn't want to imply CHA was #1, just that it's hard to defend putting int above cha except in very specific situations. Fortunately even with with very affordable gear you can get your hp/ac up a good bit and still boost charisma. Hard to do all three though without having to sacrifice one of them somewhere.

In fact the importance of survivability is more proof that increased charisma trumps int. Nothing quite as dangerous to a chanter as your quadding massively hasted pet breaking. Even a small increase in charm duration would add up over the course of a session. And personally, I think the duration difference is probably greater than 10%, possibly a lot greater. Getting more tempted to test it empirically... [You must be logged in to view images. Log in or Register.]

Also, that link to tests based on live was interesting. I know here I almost never (possibly never?) see a charm resist unless I'm using the wrong charm spell.

-Propo Fol
  #36  
Old 10-02-2012, 11:35 AM
HawkMasterson1999 HawkMasterson1999 is offline
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To put it very simply... When charisma buff drops, enchanter and cleric mana start to drop. I don't feel like I need any more evidence than that.

I think survivability is better served by not having charm drop as often.

I keep alternate gear sets w/ me always anway. I can go max int or max hp in a few clicks if the need arises.
  #37  
Old 10-02-2012, 01:39 PM
Splorf22 Splorf22 is offline
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I hate to be a blunt ass, but yes Virginia, you do need more evidence. Your 'gut feeling' is the same reason that people used to burn witches at stake and that George Washington died from leeches.

Here is the problem. Lets say Charisma has a high effect on charm durations, and it effects them linearly. Everyone will get 200 charisma without trying; the question is whether to go for 255 at the cost of HP gear. We know the softcap is 200. So lets say cha after the softcap counts 50%. That means 255 is effectively 227.5; 227.5/200 = 13% extra. Now charm has a huge variance (anywhere between 1 tick and 15 minutes) and worse than that it has a long tail. I don't feel like trying to do some math but you're going to need probably 50 samples @200 and 50 more @255 to have statistically significant results. In addition, you're going to have to account for the level of the mobs, whether they were charmed or maloed, and so on, so the only really good way to handle this is to sit there for 5 hours charming the same mob 100 times. And even the effect of Charisma may be more prevalent with higher-level mobs, so you'd have to do two tests with mobs of a different level. So who knows.

At least for my int-build guy, increasing charisma isn't that easy. I could swap the granite bracer 5AC/15hp for a 7CHA bracer, and the BS electrum earring 2AC/35HP for the 6AC/4CHA one. But beyond that, do you really want to swap a 5ac/55hp ring for 7 charisma?

P.S. Sollanix: I remember that. It was on my warrior twink too, only he wasn't very twinked as I had just reactivated him. We should try again sometime, Sakuragi is 58 now and in addition he has a fungi/bloodpoints so basically he can tank slowed mobs forever without heals [You must be logged in to view images. Log in or Register.]
  #38  
Old 10-02-2012, 02:09 PM
Slave Slave is offline
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Think about how much damage a hasted, charmed pet does in one round. In some areas this is a damage potential of over 800 points.

In less than two seconds.

Therefore, any HP, AC, or Resist (defensive) items are going to pale in comparison to absolutely any increment of time that your Charisma is going to add to your Charm. Even if it's ONE PERCENT (also, true AC gain from items is finite and very low for Enchanter).

Let's say that the average charm time is 10 minutes.

1% of 10 minutes = .10 minutes = 6 seconds.

6 seconds is over 3 rounds of combat per Charm cycle IF MAXING CHARISMA ADDED ONLY ONE PERCENT TO CHARM DURATION.

That could be over 2400 damage.

AT ONE PERCENT DIFFERENCE.

Each 1% change in a 10 minute charm cycle can be over 2400 damage. And most people have (intuited?) a rate of 10% duration difference by maxing Charisma. A potential of TWENTY FOUR THOUSAND DAMAGE difference for 55-100 Charisma? Each point of Charisma could be worth worth 240-436 HPs. These numbers totally preclude gearing for anything but Charisma first.

Therefore, there is basically not a chance in hell that you would want even 1 point less than 255 Charisma while charming. And if you're not charming, why are you playing an Enchanter? This is not even including decrease in actual Charm resists, only duration.
  #39  
Old 10-02-2012, 03:06 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
Think about how much damage a hasted, charmed pet does in one round. In some areas this is a damage potential of over 800 points.

In less than two seconds.

Therefore, any HP, AC, or Resist (defensive) items are going to pale in comparison to absolutely any increment of time that your Charisma is going to add to your Charm. Even if it's ONE PERCENT (also, true AC gain from items is finite and very low for Enchanter).

Let's say that the average charm time is 10 minutes.

1% of 10 minutes = .10 minutes = 6 seconds.

6 seconds is over 3 rounds of combat per Charm cycle IF MAXING CHARISMA ADDED ONLY ONE PERCENT TO CHARM DURATION.

That could be over 2400 damage.

AT ONE PERCENT DIFFERENCE.

Each 1% change in a 10 minute charm cycle can be over 2400 damage. And most people have (intuited?) a rate of 10% duration difference by maxing Charisma. A potential of TWENTY FOUR THOUSAND DAMAGE difference for 55-100 Charisma? Each point of Charisma could be worth worth 240-436 HPs. These numbers totally preclude gearing for anything but Charisma first.

Therefore, there is basically not a chance in hell that you would want even 1 point less than 255 Charisma while charming. And if you're not charming, why are you playing an Enchanter? This is not even including decrease in actual Charm resists, only duration.
Your math is totally off here. Even if we take your (very wrong in my experience) 10 minutes/charm and 2400 damage/break, you'll get 2400 damage/600s from charm breaks = 4 dps normally, or with 10% increase 2400 damage/ 660 seconds = 3.65 dps with more charisma, or (hey) 10% less, which actually makes sense.

Not only is this math wrong, but you are computing the wrong thing. There are two relevant points here: hp/ac gear will cause more frequent recharms, costing more mana on rune/cc/recharm, and whether or not you'll survive the resulting charm break. In other words, lets make more terrible assumptions and say I'll take U(0,3500) damage on each charm break. With my 1750hp and 1100 from rune/bedlam, that gives me a 81% chance of survival. Suppose you sacrifice HP/AC for 255 cha. You take U(0, 3750) damage on each charm break. With 1500hp and 1100 from rune/bedlam, that gives you a 70% chance of survival. I survive an average of 5 breaks at 10 minutes/break, for 50 minutes between deaths. You survive an average of 3 breaks at 11 minutes for an average of 35 minutes.

Obviously the numbers in the previous paragraph come directly from my bunghole. But it does illustrate the right kind of math.
Last edited by Splorf22; 10-02-2012 at 03:25 PM.. Reason: removed some of the snark
  #40  
Old 10-02-2012, 03:08 PM
Slave Slave is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Slave, I'm sure if you think about this some more you'll realize its totally wrong.
That is some powerful evidence you give.
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