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#1
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That doesn't mean all 8 hits were part of a single attack within that second, and thus you couldn't heal between them. Since we don't know how the log order is coming in within 1 second intervals, order may not be strong enough evidence. That's why I asked about Triple Attack and Innate Dual Wield. If he has one of those abilities, then he is certainly hitting at least 6 times simultaneously, which would prove my thought wrong that he only has double attack + flurries.
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#2
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It's possible the flurry swings are 0-3 extra instead of 0-2 extra because I've found rounds with more than 8 now.
10 attacks in a single flurry round: Quote:
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P99: [60 Grandmaster] Carceret (Human) <Good Guys>
P99: [60 Warder] Bloodraven the Pathfinder (Human) <Good Guys> P99: [60 Sorcerer] Melisandre (Human) <Auld Lang Syne> P99: [52 Champion] Alysane (Barbarian) <Auld Lang Syne> SZ : [65 Lord Protector] Cochise (Erudite) <Sanctus Lumen> | ||||
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#3
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I did take a look at the EQEMU server code, since I can't seem to find any websites describing precisely how many attacks Flurry gives you. In the code I looked at, you could get up to five attacks on a flurry via your main hand attack. One from the initial attack, one from a double attack, one from a triple attack, and 1-2 from the flurry. You have to trigger both a double and triple attack to randomly roll to get a Flurry, which is an additonal attack. The second flurry attack rolls on another dice. That may explain the rarity. Can't guarantee the code is the same on P99, but the logic is probably close enough. So AoW is probably attacking you twice, with up to 5 hits in each attack. Still not sure if you'd have enough time to heal between the two attacks, but it looks like each attack is a new function call. You'd only get 10 hits simultaneously if the functions were both called immediately back to back. This is possible for sure, but I don't know.
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Last edited by DeathsSilkyMist; 06-07-2024 at 08:55 PM..
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#4
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It is one round. There is a reason we have always referred to it as “being one rounded”…. And no it doesn’t matter how tight you try to make a chain you can’t land one mid-round. Please tell me you are not literally THIS stupid.
For a mob that quads and can flurry that means a potential of 6 hits (excluding bash/kick) on a round where flurry triggers. Wiki specifically states he can hit up to 6 times and flurry. This is how EQ worked in classic. It worked that way in kunark and now on velious. It is how it continued to work in every single expansion thereafter. This is not the kind of situation that requires the services of Sherlock Holmes man … this is basic EQ game mechanics. Or should we call the Hardly Boys to help us solve this mystery? [You must be logged in to view images. Log in or Register.]
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#5
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Your post shows you are making a number of assumptions about how the mechanics work, which means you probably don't have the answers to my specific questions. That is fine, unlike yourself I do not revel in other people's lack of knowledge. Conversations help everybody learn the game better. It doesn't matter who is wrong or right. Here are the assumptions you are making: 1. The term "one rounded" actually translates to the mechanical truth that he is doing 10 hits simultaneously. This is an assumption because CH chains are generally 1 second long on AoW. If he can do two rounds in one second, the CH chain is unable to handle that scenario, which means you could be taking two rounds within a second instead of one. This term isn't proof of anything. 2. You are assuming the wiki is correct. The flurry page doesn't tell you how many hits flurry actually gives. https://wiki.project1999.com/Flurry_(NPC_Ability) 3. People keep saying he can hit up to 6 times, but myself and Kirdan have logs of him hitting 7-10 times. Where is he getting those extra hits if he can only hit up to 6 times? Are you suggesting he gets 6 hits and flurry gives him 4 more? I haven't seen any code in the EQEMU server that supports this setup. From what I have seen, you can attack up to 3 times via triple attack, and flurry gives 1-2 more hits. This means the mob would be calling the combat round function twice. There was some code that suggested a mob could do x attacks based on a number supplied by the mob, but AoW isn't always hitting 6 times. I'd need to dig deeper to see if the number was random or constant. It doesn't seem like the 6 number is correct based on the variability of how many hits he can do within a second. Now, I am not claiming P99 code is always the same as EQEMU code, but P99 was built from that code. This means it can give insight into possible ways the code was migrated into P99. 4. You assume that P99 works the same as live, which is not always the case.
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Last edited by DeathsSilkyMist; 06-08-2024 at 01:35 PM..
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#6
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Alright, looks like I found conclusive enough evidence when delving deeper into my logs:
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Thank you Kirdan, Jimjam, and Snaggles for having a proper discussion about game mechanics. It's always great to learn something new through discourse. Unfortunately Croco, Troxx, and Toxigen continue to attack people and bloat threads. Hopefully one day they will stop doing this, or at least keep it to RnF.
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#7
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And yes a flurry has always been precisely 2 extra attacks. This is how it has worked for NPCs. It is how it worked for players later in the game when AA abilities let them have a chance at a flurry. As an aside, it is nauseating to have to prove that water is wet, the earth is round … or otherwise prove the truth of well established and well known game mechanics. This game is 25 years old. To my knowledge no player in this game fully buffed can survive a worst possible AoW round. Of those that can come closest and who can reasonably expect to survive bad rounds (mitigation, dodge/parry/etc) outside of disc … all of them are warriors. Once Luclin went live and combat agility/stability, natural durability were in game, the dynamic did shift. Even more than better gear, these AAs meant thatwith a tight enough chain you could keep a single warrior up close to forever. It was still at PoP or beyond before AoW was considered reliably knight tankable. ————— Back on topic: warriors are very solid dps with raid level 2handers and buffs. If they have the opportunity to blow precision disc they really shine.
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Last edited by Troxx; 06-08-2024 at 04:34 PM..
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#8
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You have been factually wrong in the past on many occasions, and you troll more often than not. The trolling means it is difficult to take anything you say at face value. If you know the mechanics well enough, simply provide some evidence like I did, instead of proclaiming you are correct and everybody else is stupid. This is what's nauseating. Thank you for a civil reply though! I do not say that sarcastically either. You can create good posts when you aren't trolling.
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#9
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The little AoW thought experiment was fun but we don’t need to keep this tangent going. I’m an advocate for letting warriors tank but if I was keeping my warrior going would probably get a solid 2h and hope to never raid tank. DPS is a fun path and you need less dkp to perform well.
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Last edited by Snaggles; 06-08-2024 at 03:57 PM..
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#10
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This thread got funny on page 3.
Having said that this might be the fastest example/case of DSM being 100% completely wrong before being forced to eat his words. I mean … did we really win a devolving DSM thread in 5 pages??? [You must be logged in to view images. Log in or Register.] Who wants to bake the celebratory cupcakes?! Remember that time he very assertively stated there wasn’t a fail message for FD? (Ahem … check my sig)
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