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Posts Made By:
Torven
Forum:
Development::Development
09-06-2024, 04:04 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
I found some old claims regarding pet experience...
I found some old claims regarding pet experience in groups that I think are credible and worth documenting here.
A guy using the handle "TedtheChanter" posted on enchanter class forums and he...
Forum:
Development::Development
09-04-2024, 02:44 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
I will be posting addendums when I encounter...
I will be posting addendums when I encounter evidence worth documenting. I discovered this about charm recently:
Before the May 8 2001 (mid-Velious era) patch, charmed NPCs and their targets kept...
Forum:
Development::Development
05-26-2024, 05:23 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
Sources and Research My experience...
Sources and Research
My experience spreadsheet which has a lot of data (e.g. known exp gains) used to figure out Sony's formulas; also Quest Exp:...
Forum:
Development::Development
05-26-2024, 05:20 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
High Level Kill Bonus Experience (MLM) Near...
High Level Kill Bonus Experience (MLM)
Near the end of Luclin, Sony added a very large experience bonus to higher level kills. This radically changed the meta for efficient leveling after level...
Forum:
Development::Development
05-26-2024, 05:17 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
Quest Exp Quest experience is simple since...
Quest Exp
Quest experience is simple since it is merely a constant value per quest (but with a cap) and is sent over the wire to the client in packets. Better still, the recent addition on...
Forum:
Development::Development
05-26-2024, 05:15 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
Pets Pets used to take experience if they...
Pets
Pets used to take experience if they did the majority of the damage to killed mobs. Mid-Luclin this was changed to pets taking experience only if they did 100% of the damage, but if they did...
Forum:
Development::Development
05-26-2024, 05:12 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
Group Splits and Raid Exp Originally...
Group Splits and Raid Exp
Originally experience was split based on the total experience of the players, not their levels. This was mentioned in the January 2001 Producer's Letter by Gordon Wrinn:...
Forum:
Development::Development
05-26-2024, 05:10 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
Light Blues and NPC Consider Color Effect on Exp...
Light Blues and NPC Consider Color Effect on Exp Gains
The following applies to EverQuest prior to Serpent's Spine.
For the most part, consider colors have no bearing on the experience gained...
Forum:
Development::Development
05-26-2024, 05:08 AM
Replies:
8
A Treatise on EverQuest's Experience Calculations
Views:
19,545
Posted By
Torven
A Treatise on EverQuest's Experience Calculations
This treatise covers everything I understand about EverQuest's experience calculations. My research focus is older eras of EQ (up though Planes of Power) but much of it is still relevant to Darkpaw...
Forum:
Development::Development
02-17-2024, 07:51 AM
Replies:
13
NPC Double Attack and Dual Wield Chance Parses
Views:
35,945
Posted By
Torven
Recently I've done some more old EQ pet research...
Recently I've done some more old EQ pet research and I'm posting the conclusions here. I'll include some of the previous conclusions with it as well as some skill caps I've figured out previously...
Forum:
Development::Development
01-21-2024, 08:11 AM
Replies:
8
EverQuest Melee Combat Routines Analyzed and Modeled
Views:
39,472
Posted By
Torven
Mackal/Demonstar awhile back had decompiled older...
Mackal/Demonstar awhile back had decompiled older era clients and summarized the results on some github pages and is a must-read for any old EQ recreation devs. Can be found here:...
Forum:
Development::Development
11-08-2022, 11:10 PM
Replies:
3
Sony EverQuest Loot Drop System Research Thread
Views:
14,841
Posted By
Torven
I wrote a lua script to scrape drop data from...
I wrote a lua script to scrape drop data from Magelo NPC pages. The output is formatted to be pasted into spreadsheets, where I organize it in a way to try and figure out Sony's item tables and get a...
Forum:
Development::Development
11-08-2022, 06:28 AM
Replies:
3
Sony EverQuest Loot Drop System Research Thread
Views:
14,841
Posted By
Torven
How can we improve our drop tables now that we...
How can we improve our drop tables now that we know how Sony's system works? I have a couple of examples.
In 2017 Ngreth posted a changelog for the item Obsidianwood Sap, which shows the current...
Forum:
Development::Development
11-08-2022, 06:26 AM
Replies:
3
Sony EverQuest Loot Drop System Research Thread
Views:
14,841
Posted By
Torven
The key thing to understand is that Sony uses a...
The key thing to understand is that Sony uses a XdY die system which is actually quite simple and flexible. EQEmu's system/schema cannot replicate Sony's output in all cases and is also less...
Forum:
Development::Development
11-08-2022, 06:25 AM
Replies:
3
Sony EverQuest Loot Drop System Research Thread
Views:
14,841
Posted By
Torven
Sony EverQuest Loot Drop System Research Thread
This thread will contain the research I have collected regarding Sony/Daybreak/Whatever's loot drop system and will otherwise serve to preserve Sony developer comments so they are not lost.
In...
Forum:
Development::Development
08-04-2021, 02:45 AM
Replies:
2
Charm, Root and Lull Resist Mechanics
Views:
28,531
Posted By
Torven
I use lua scripts to parse logs or run...
I use lua scripts to parse logs or run simulations. I will paste them here.
This is my charm simulator:
local RESIST_VALUE = 50;
local CASTS = 150000;
local CASTER_LEVEL = 65;
local...
Forum:
Development::Development
08-04-2021, 02:41 AM
Replies:
2
Charm, Root and Lull Resist Mechanics
Views:
28,531
Posted By
Torven
Charm, Root and Lull Resist Mechanics
Charm works like this: (although minor unknown unknowns may exist)
On spell lands, the target's resist is modified by (CHA - 75) / 8, max 25. So if the enchanter has 275+ CHA then they'll get a...
Forum:
Development::Development
07-30-2021, 01:08 AM
Replies:
18
EverQuest Spell Resist Data Analysis
Views:
49,153
Posted By
Torven
I have recently done more research into EQ's...
I have recently done more research into EQ's resist logic and I will outline it here.
First I want to preface this with a reminder that EQ supposedly had three 'resist eras' where the resist logic...
Forum:
Development::Development
05-18-2020, 03:56 PM
Replies:
13
NPC Double Attack and Dual Wield Chance Parses
Views:
35,945
Posted By
Torven
From what I can tell, innate dual wield is just...
From what I can tell, innate dual wield is just granted to level 66+ NPCs by hardcoding; every level 66+ NPC I've looked at quad attacks. Even NPCs of the same type with level variance will double...
Forum:
Development::Development
04-09-2020, 01:28 AM
Replies:
18
EQLive Hate List Logic and Spell Hate Values
Views:
44,813
Posted By
Torven
I can now say with a high degree of confidence...
I can now say with a high degree of confidence that PoFire and BoThunder were also 600 ignore range back in 2002, so it's likely all PoP zones were
Forum:
Development::Development
12-21-2019, 09:35 PM
Replies:
18
EQLive Hate List Logic and Spell Hate Values
Views:
44,813
Posted By
Torven
I have a large correction to make here: low...
I have a large correction to make here: low health aggro is based on CURRENT hitpoints and not maximum hitpoints. I.e. it shrinks as the mob nears death. This was a large oversight on my part.
...
Forum:
Development::Development
05-21-2019, 08:13 PM
Replies:
18
EQLive Hate List Logic and Spell Hate Values
Views:
44,813
Posted By
Torven
While reading through old AK logs, I discovered...
While reading through old AK logs, I discovered that Vex Thal and HoHonorB both had 600 radius ignore distances, so 600 might have been commonly used way back then for many zones even if some zones...
Forum:
Development::Development
09-12-2018, 06:41 PM
Replies:
4
What do you think of this?
Views:
6,796
Posted By
Torven
I rather despise C++, but porting over this...
I rather despise C++, but porting over this codebase fails the cost/benefit threshold by a huge margin.
Lets say that the code is ported over to some other language: then you have to maintain two...
Forum:
Development::Development
07-12-2018, 02:05 AM
Replies:
18
EverQuest Spell Resist Data Analysis
Views:
49,153
Posted By
Torven
From what I can tell, typical common NPC resists...
From what I can tell, typical common NPC resists are these:
If NPC level < 25 then MR and FR and CR = 25
If NPC level >= 25 then MR and FR and CR = 35
DR and PR = 15
Forum:
Development::Development
12-29-2017, 08:44 PM
Replies:
0
Melee Crit Chance
Views:
7,824
Posted By
Torven
Melee Crit Chance
I recently produced many lengthy logs to parse melee critical hit chance accurately. Here are the results:
https://i.imgur.com/TSH9c9A.png
https://imgur.com/TSH9c9A (https://imgur.com/TSH9c9A)
...
Showing results 1 to 25 of 61
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