![]() |
|
#251
|
||||
|
Quote:
While formulas are normally a part of said code, things like mob's stats and resists are kept in a database, which I doubt the staff has access to either. Developers generally want the server to send the client as little data as possible (since it makes it easier to manipulate/hack), although since EQ is an old game, there's no telling what was obtainable from the packets being sent. Also any developer (I'm sure even the staff here will attest to this) will tell you that NOT everything is listed in the patch notes. There's too many things to keep up with and frankly patch notes are a courtesy, not a requirement. Anyway, the charm code that the staff is using isn't BASED on anything. It's written from scratch, that's what an emulator is. It isn't impossible to get more concrete data but I can almost guarantee you the staff 100% winged it when it came to charm effectiveness. You guys should start parsing when in parties and show some parses of charmed mobs against your group or raid, and then afterwards remember what a large amount of damage comes from Haste and Clarity on top of that. I've already done this in the past so I already know what to expect. Be sure to include your party level and camp. One final note, from https://web.archive.org/web/19991127...tersrealm.com/ "Small question and answer from a chat I had with GZ yesterday: Q: Does a spell's level have any affect on resists. Ie: A level 50 casting the level 4 mesmerise v. the level 49 dazzle. Generally speaking do higher spells have less chance of being resisted or more? What pattern, if any, is there in relation to this. A: Some spells have a built in harder resist - for example, a higher level of fear spell is harder to save against than a lower level of fear spell (meaning that the higher level version is more likely to work). Some do other things - for example, the different types of roots all save the same (ie: have the same chance to be resisted), but have different effects as to duration, or chance of breaking once they have succeeded." Whether or not this is implemented on P99, I have no idea, but it's possible that lower level charm spells are just not scaled properly. And Charm might not be the only spell-line culprit.
__________________
Atomos Human Ranger <Divinity>
Atomos Human Bard | |||
|
|
||||
|
#252
|
|||
|
Oh man, I remember seeing it ages ago and having referenced it a lot since, but I never had the post specifically to wave at people. Yay!
| ||
|
|
|||
|
#253
|
|||
|
@Rooj
Well said sir Well said. <salute>
__________________
----------------------------------------------------------
------------------------------------------------------------- Nilbog: " I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy." | ||
|
|
|||
|
#254
|
||||
|
Quote:
No one here seems to remember Enchanter armies taking literal control of the world because it didn't happen. Therefore it is not a classic experience. All of these excuses like "people didn't know better" are horse shit. If anyone can confirm this is the actual original manual (it looks familiar, but surprised to see Iksar/Cabilis/Thurgadin stuff in there I guess), it states in the ORIGINAL GAME MANUAL that Enchanters use Charisma (https://naroggsplace.files.wordpress.../eq_manual.pdf). Then in November of 1999 there was an Enchanter guide on Castersrealm that talked about putting all of your points into Charisma at character creation, and that's just the earliest reference I found while BARELY looking - doesn't mean there weren't others even earlier. So it was known on DAY ONE that CHA affected Enchanter. I'm sure it didn't take players long to start thinking hey, these lines of spells that reduce magic resistance might help with charm too! Having someone Snare a mob when charm breaks isn't a new concept either. Combining all of this with the fact that CHA is one of the easiest and cheapest stats to raise, along with ENC's having their own CHA buff line, I really don't see how people can continue to make up excuses and not see that SOMETHING, SOMEWHERE, needs an edit. And it's not "simple." Again, people need to see the parses. The amount of damage a charmed pet does is not simple.
__________________
Atomos Human Ranger <Divinity>
Atomos Human Bard | |||
|
|
||||
|
#255
|
||||
|
Quote:
__________________
Atomos Human Ranger <Divinity>
Atomos Human Bard | |||
|
|
||||
|
#256
|
||||
|
Quote:
As for your other comment, there are old guides that say to use the lowest level charm available. So with respect to charm it seems that it didn’t operate in the same way in terms of chance of effectiveness as say a Fear spell did based on spell level. | |||
|
|
||||
|
#257
|
||||
|
Quote:
you mean mez the mob tash it then charm it yeah we really "perfected" the use of 3 spells | |||
|
|
||||
|
#258
|
||||
|
Quote:
That doesn't mean that it's true.
__________________
| |||
|
|
||||
|
#259
|
||||
|
Quote:
| |||
|
|
||||
|
#260
|
||||
|
Quote:
Then you might want the XP from the spawn you are holding up. Say your camp has 10 mobs and you have one charmed. That's 10% less XP over the course of a session, provided your group is killing fast enough to have down time waiting for pops. The only times I have been asked not to charm were because of this.
__________________
| |||
|
|
||||
![]() |
|
|