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#241
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![]() Cleaned up the latest replies. Don't troll bug threads.
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#242
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![]() Quote:
I dont know if this has been reviewed, but I have found the following patch notes which give insight into how trueshot worked, and thus how archery performed using 2 different patch notes. - ------------------------------ January 9, 2001 3:00 am ------------------------------ - Corrected a bug that was causing damage while using the "Trueshot" Discipline to be the same regardless of the quality of your bow. This patch, changed the mechanics of trueshot whereas before it made the damage 45, regardless of the bow delay. Sony made this change, then analyzed the damage of rangers, and subsequently made the following change a week later. - ------------------------------ January 17, 2001 3:00 am ------------------------------ The ranger's "Trueshot" discipline has had its damage increased after analyzing data from its fix last week. Prior to the last patch, all bows, while under the discipline, were hitting as if they were 45dmg bows regardless of the delay. Last week's patch fixed it so that damage was based on the damage of the bow. This weeks patch increases damage bonuses in relation to delay (longer delays yield better damage bonuses). This patch specifically tells us that Trueshot yielded better damage bonuses for rangers based on the delay of the bow. In my opinion, this means two things. Bow had their own independent damage bonus (separate from whatever weapon was in primary slot), and 2, Trueshot would amplify the damage bonus. Sony straight up said, longer delays yielded better damage bonuses. | |||
#243
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![]() Quote:
__________________
2x
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Last edited by Thrilla; 10-19-2023 at 10:15 PM..
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#244
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![]() Per Awsten_Tx's information kinda clues into what may have happened.
Perhaps main hand delay became the blanket damage bonus by mistake. - Main hand bonus damage based on delay of weapon was added a while back. - A similar bonus damage based on delay was applied to bows. - Along with the TrueShot buff and the delay damage bonus on bows then players see the damage described by rangers here: https://everquest.allakhazam.com/db/...99021051596414 May 18 2001 at 1:28 PM Rating: Default Acutally highest critical using trueshot on the glade is said to be 1100ish on a velk the sorcery. The bow was a efetti bow. Since delay is one of the factors in damage on trueshot. IE higher delay larger hits. Kinwen And Jun 05 2001 at 10:20 PM Rating: Default You are correct, high delay does aid with higher hits. The hardest I have seen Darby hit with this is now 902. He needs to work on his archery! [You must be logged in to view images. Log in or Register.] -bort | ||
Last edited by Botten; 10-20-2023 at 09:27 AM..
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#245
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![]() Quote:
__________________
2x
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Last edited by Thrilla; 10-20-2023 at 06:38 PM..
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#246
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![]() The primary hand damage bonus is a p99 specific bug. No other server, including OG live, modern TLP's, Takp function that way. Bows should have their own independent bonus damage which would correct large race weighted axe abuse.
On top of that, it would help correct the inherent nerf that is exclusive to P99 rangers in regards to archery. Ranger bonuses should be doubled on anchored targets, and should also be bonused when trueshotting. | ||
#247
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![]() Quote:
Where throwing weapons right now still have a chance to hit for 1 point of damage, the damage bonus on your main hand weapon is making it so that your lowest possible hit with an arrow IS THE DAMAGE BONUS + whatever calculation is happening beyond that to give you what you're actually hitting for. Quote:
Within the larger context of a log file from Twainz, he's shooting arrows with a Weighted Axe, and because he's got OTHER HITS on, you're seeing bow damage from Faceoff (Troll SK with Weighted Axe) shooting arrows as well: Quote:
Where most every weapon or special skill in the game has it's own minimum damage coded in (flying kick, backstabs, kicks, throwing weapons, etc etc), arrows are using the damage bonuses of the slowest weapons available to give you the minimum damage you'll do, and then it starts calculating AC and everything else after that. In general, someone with 1600 AC would take very little damage from ANY melee damage across the board, but with arrows how they are, it's creating an environment now where everyone is building up armies of TROLL, OGRE, or BARBARIAN bow users, because the weighted axe provides gargantuan minimum hit benefits. The way people use gear and build characters on Red99 now is mostly by building up the maximum amount of hit points, with no regard for resists or any other alternative criteria. Casters of any kind are only situationally useful, because they have far less hit points than large races and they can't do anything to bow users at 300-350 range. Another log from this thread (Ogre SK with Weighted Axe): Quote:
Rogues in many different contexts use the OT hammer and don't bother with normal melee, backstabbing, or using any other type of tactical ingenuity to kill people. The strong vocal outcry is because there's a bastardization effect happening on the normal modes of PvP, and it's making the majority of classes AND races broadly ineffective. Even the very well geared casters can't compete against a "Walmart" Ogre, Troll, or Barbarian SK or warrior. | ||||||
#248
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![]() You mentioned it is a HP race. HP is very valuable in PvP and PvE. It makes sense to be the go to stat.
Two separate tangents to the Bowquest in Red p99 I find intriguing. 1. Shadow Knights and Paladins have a max Archery skill of 75. Do skills affect miss rate in PvP? If I were to wager I don't think they do. In short in PvE only weapon skill affects chance to hit. Weapon skill contributes to ATK so it's often conflated, but ATK is what's used vs the opponent's AC to calculate damage, not chance to hit. Here's where everybody ends up being right: in EQ, if damage is mitigated to 0, it displays as miss. Even though you actually hit the enemy, it was just reduced to 0. So anything that affects ATK (i.e. weapon skill, offense skill, and STR) will impact how frequently you see a miss on screen due to "false" misses from damage output vs mitigation. But only weapon skill impacts a true miss. 2. For Red server there is an entry that eludes that AGI affect hit rating. Here - https://wiki.project1999.com/Statistics On Red server Dexterity affects PVP hit rate. It does this by comparing your dexterity to your opponent's agility. There is no evidence that Dexterity affects hit rate in PVE. How is this compared? For Example: Attacking player has 70 Dex they roll a random number 1-70 ; They get a 67 Defending player has 200 Agi they roll a random number 1-200 ; They get a 59 Does the attacker hit the defending player? Is it that simple? I don't expect p99 developers to release this information nor to reprogram the system to make it more accurate. I just find it interesting. | ||
#249
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![]() Quote:
Im not certain anyone disputes that fact. The agility versus dexterity was the case prior to this bug, and plenty of people have grievances about that topic (hit rates). Its also helpful to keep in mind that with the era were in, dexterity is a far, far more common stat than agility, even at the very high end. Agility gets its heyday in Luclin for the most part. People arent missing hits very much. That point aside, its a mutually exclusive point from this bug. This bug is doing two versions of damage simultaneously, once from the bonus damage of a main hand weapon, and then again with the actual bow. Priceless Velium Reinforced Bow was valuable prior to this bug on the server. That is not the bow of choice anymore, despite being the superior bow in almost every respect. The bows most sought after are the ones that can shoot arrows the fastest. Players want those bows because the MINIMUM hit is so huge from things like the weighted axe that the damage on bows isnt a real consideration. Players only consider delays. Whatever bow that can pump out 111 points of damage the fastest. The Sarnak War Bow is one, at 25 delay. Its very clearly not as good on its face as a Priceless or Primal bow. The second is a Bow of The Destroyer - at 17 delay. Also not as good as Priceless or Primal by any objective standard. Sidenote: Most people are choosing fatty warriors because of the precision discipline with bows. That discipline essentially erases the dexterity versus agility consideration. Its nearly putting your arrows at a 100% hit rate. Again, not the point - but it does have an indirect relationship with this bug. It works in concert with the obscene minimum damages coming from any bow user. Id just keep in mind that Backstab is meant to be one of the strongest, if not the strongest, special abilities in the game, and its got a minimum hit of 120 damage, BARELY above a 350 range arrow attack. Call me crazy, but that seems imbalanced. Dont get me wrong, when this bug was found out, the entire server took notice, rerolled, and switched tactics. So in that respect its not this disparity where one single person or guild has access to anything over another. Its much more asymmetrical at a fundamental level. Its also not something that was in the patch notes at any point, right? There shouldnt be a defense for something that wasnt supposed to be here in the first place. | |||
#250
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![]() The primary hand damage bonus is a bug exclusive to p99. It wasnt that way on live nor is it replicated on any other server.
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