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  #61  
Old 08-01-2014, 03:30 PM
Uuruk Uuruk is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Recently on eqlive, I bolted a decaying skeleton to test range of bolt.. with a level 69 magician, and it resisted.
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  #62  
Old 08-01-2014, 03:50 PM
koros koros is offline
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Resists were weirdly coded on live. There was a base chance at resists, and it was probably 2.5-5%ish. But things like winged death/pyrocruor never resisted except on mobs that were extremely high level or basically immune...

I bet the logic of the code said that if the mobs effective resist was < 1 than it wouldn't have a base resist chance.
  #63  
Old 08-01-2014, 03:52 PM
HippoNipple HippoNipple is offline
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Watch these nerds get resists fixed so they can debuff level 15 mobs at level 60 while red has wizards using sunstrike for full damage with resists over 200.
  #64  
Old 08-01-2014, 04:06 PM
Haynar Haynar is offline
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Quote:
Originally Posted by koros [You must be logged in to view images. Log in or Register.]
Resists were weirdly coded on live. There was a base chance at resists, and it was probably 2.5-5%ish. But things like winged death/pyrocruor never resisted except on mobs that were extremely high level or basically immune...

I bet the logic of the code said that if the mobs effective resist was < 1 than it wouldn't have a base resist chance.
Kind of what I am looking at. It could be as bad as 2.5-5%, but that seems like a lot. I set it currently to 1%, and that caused much heartburn. But I also didnt take into account any base resist chance adjustments. I have that in the next iteration, but need to add if mob was debuffed. So I am thinking it really may come down to just capping how much resist chances are adjusted based on level differences between you and mob. That may be what needs a cap it seems like.

H
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  #65  
Old 08-01-2014, 04:08 PM
Haynar Haynar is offline
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Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
Watch these nerds get resists fixed so they can debuff level 15 mobs at level 60 while red has wizards using sunstrike for full damage with resists over 200.
I am thinking PVP might need a 5% chance to resist spells, on pc vs pc. ... always. But have nothing to back up or justify this.

H
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  #66  
Old 08-01-2014, 04:12 PM
koros koros is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Kind of what I am looking at. It could be as bad as 2.5-5%, but that seems like a lot. I set it currently to 1%, and that caused much heartburn. But I also didnt take into account any base resist chance adjustments. I have that in the next iteration, but need to add if mob was debuffed. So I am thinking it really may come down to just capping how much resist chances are adjusted based on level differences between you and mob. That may be what needs a cap it seems like.

H
I always thought it was 5% because somewhere way back I recall a post about "base chances" being posted by brad. Probably in 99/2000 and lost to time. There's a LOT of forum posts that were likely never archived. It's entirely possible he was only talking the base chance for a fizzle, but I recall it being about a base chance to land a spell (vs non immune), get resisted, or fizzle all being set at 5%. Obviously, take that with a grain of salt.

To be fair 5% does seem somewhat high, but 1/40 doesn't seem very high to me. I can't believe people are complaining about 1/100.
  #67  
Old 08-01-2014, 04:17 PM
Colgate Colgate is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I am thinking PVP might need a 5% chance to resist spells, on pc vs pc. ... always. But have nothing to back up or justify this.

H
why are there developers like you and nilbog who say spot on things like this and then never actually take the single hour necessary to fix all of red99's problems?
  #68  
Old 08-01-2014, 04:22 PM
R Flair R Flair is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
5% is absolutely classic. I had a pal completely naked resist a conflag from me in pvp on live.

However, there needs to be more investigation into the very core inner workings of how resists are calculated. For instance there are threshold values that I outlined in a post I found to be (actually completely) true regarding resist caps etc. If Haynar's interested I can dig that up again. Basically everything I read from the ex-dev was correct aside from he was a bit shaky on how partials should work... but even that was better than what we had here for a long time.

I'm completely against a decaying skeleton resisting a winged death at this point [You must be logged in to view images. Log in or Register.]. Greens should not necessarily be a free pass to never resist everything in every case, but certain spells should just not be resistable (save damage type immune cases like Phinny vs cold spells) and people are cherry picking those one offs to the current adjustments to try and tear down everything.

My time on the test server doing Velious progression (shorter than I hoped it to be, but still) had resists working EXACTLY as I remember them.

I'd be more than happy to compile results on green con mobs or whatever given that it won't just be another wall of text sitting around.

Haynar has moved things in the right directions but there are one-offs that need to be resolved. I can personally testify that after watching a stream of someone quadding with a wizard on blue @ paw that those resists were working EXACTLY as they should since Haynar's changes. If we could help post one offs that shouldn't happen and be constructive from there, maybe Haynar won't begin to associate helping with the very hard to tackle issues like AC/resists with gettin' trash talked. This shit isn't simple and we don't necessarily have a "how to" guide for getting things exact. Getting things perfect is the goal of this PROJECT, you know its a project right?
tldr

Has nothing to do with 5% anything, thats just how resists worked. You'd fully resist other players spells much more often than 5% of the time too. If you had 100+ in a save you would get complete resists all the time. People actually had to use debuffs.
  #69  
Old 08-01-2014, 04:33 PM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by R Flair [You must be logged in to view images. Log in or Register.]
tldr

Has nothing to do with 5% anything, thats just how resists worked. You'd fully resist other players spells much more often than 5% of the time too. If you had 100+ in a save you would get complete resists all the time. People actually had to use debuffs.
Whether the 5% is referring to a floor or ceiling it isn't disputing that people resisted almost everything with high resist gear.

In this instance, with a low level orc, it is referring to a 5% floor meaning there is only a 95% chance of the debuff landing even with the huge level difference and low magic resists of the mob.
  #70  
Old 08-01-2014, 05:12 PM
stakha stakha is offline
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to haynor and all the other developers: i just want to say thank you for all the effort and hard work you all put into this project. no matter what some may complain about, what you do is very much appreciated.
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