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Old 05-11-2016, 08:00 AM
ezri ezri is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
That day will come for paladins/SKs. That day will come.
... and bards! don't forget your tanky tanky bards =]
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  #2  
Old 05-14-2016, 03:34 PM
Atmas Atmas is offline
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I just want to be normal
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  #3  
Old 08-04-2016, 07:34 PM
Zaela Zaela is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
one day the monk epic graphic, after being broken and not visible to anyone but the wearer, worked. It was magical.
Hi.

EQEmu grabs skillcaps from the database, and has done so since before P99 was a thing, so I'll assume P99 also grabs them from the database. With that in mind, making an era-based system for skillcaps should require very little new code; a minor alteration and some additions to the database's skillcap table (and a corresponding change to the lookup query in the server code) should be enough.

First things first, there would need to be some kind of server-wide value that defines what era it currently is. Maybe something like that is already implemented (although this thread makes it sound like maybe era values vary by zone and/or stick to clients somehow..? The current era ought to be the same everywhere at all times, clearly). If not, adding something like that should be pretty trivial, just a few lines of code and somewhere to store (and occasionally update (offline, during patches)) the current era id/date.

From there it should just be a matter of adding an era_id field to the skillcaps table in the database. When it's time to load up the skillcaps, the server would grab the skill cap values corresponding to the highest era_id less than or equal to the current era_id. The query in the server code would need to be updated to consider the new era_id column, but otherwise the change should not need any new supporting code: the server would still just be dealing with one set of skill cap values at a time, just like before.

The only hard part would be to have someone sit down and go through the tedious and spreadsheet-tastic process of figuring out which classes have new skill caps for which skills at which levels starting with which era (and maybe which era_id number that era corresponds to, depending how eras are distinguished/counted), and plugging all of those into the database.

EQEmu has had at least two different skillcap systems/tables over the years and I'm not sure which (if either) of those P99 would use. But if we could get a quick hint about the schema for the skillcaps table and maybe how the devs would prefer to distinguish the different "eras", it shouldn't be too hard to crowdsource the necessary SQL statements and the new query to implement such an era-based skillcap table.
  #4  
Old 04-29-2016, 08:41 PM
xexbis0 xexbis0 is offline
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It kind of sucks that 2 classes are having to deal with something that is actually vitally important, and they can't get fixed. It's a rough day again for knights as the next patch won't be for 2-3 months, and there's no reason to believe there's going to be any attempt to fix it then either. It would just be fun to see them potentially be able to do a little bit more and actually get to play their classes the way they were intended.
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Old 05-02-2016, 10:27 AM
xKoopa xKoopa is offline
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Bump
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Old 05-07-2016, 12:32 PM
Danth Danth is offline
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Back to page 1.

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  #7  
Old 05-14-2016, 03:40 PM
Doctor Jeff Doctor Jeff is offline
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It has been stated multiple times that it is "too difficult" to put knights on the correct hit/defense tables.
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  #8  
Old 05-14-2016, 08:21 PM
xKoopa xKoopa is offline
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Quote:
Originally Posted by Doctor Jeff [You must be logged in to view images. Log in or Register.]
It has been stated multiple times that it is "too difficult" to put knights on the correct hit/defense tables.
client defaults to use the correct defense skill, it was changed on this server to be what it currently is

it just needs to be set back to the default value but apparently there's not anyone who knows how to do that
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Old 05-14-2016, 08:23 PM
Doctor Jeff Doctor Jeff is offline
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Quote:
Originally Posted by xKoopa [You must be logged in to view images. Log in or Register.]
client defaults to use the correct defense skill, it was changed on this server to be what it currently is

it just needs to be set back to the default value but apparently there's not anyone who knows how to do that
Thank you for reiterating my point.
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  #10  
Old 05-14-2016, 09:20 PM
Doctor Jeff Doctor Jeff is offline
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As per the February 21, 2001 Patch, many skills caps should be much higher than they currently are.

Quote:
Paladins:

Defense skill cap made exactly same as warriors

Quote:
Shadowknights:

Defense skill cap made exactly same as warriors
Quote:
Rangers:

Offense and weapons skill made identical to warriors
Quote:
Bards:

Defense skill cap made exactly same as warriors
This is supported by the following info tables:

Defensive caps for Paladins and Shadowknights were at 230 in 2000, and 252 in 2002. Defensive caps for Bards were at 215 in 2000 and 250 in April of 2002.

Paladins 2000
Quote:
Defense 1 230
Paladins 2002

Quote:
Defense 1 252
Bards 2000

Quote:
Defense 1 215

Bards 2002


Quote:
Defense 1 250
Shadowknights 2000

Quote:
Defense 1 230
Shadowknights 2002

Quote:
Defense 1 252
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Last edited by Doctor Jeff; 05-14-2016 at 09:26 PM..
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