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Forum: Development::Development 02-17-2024, 07:51 AM
Replies: 13
Views: 25,873
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
Views: 26,393
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
Views: 7,203
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
Views: 7,203
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
Views: 7,203
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
Views: 7,203
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
Views: 18,102
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
Views: 18,102
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
Views: 33,888
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
Views: 25,873
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
Views: 38,149
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
Views: 38,149
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
Views: 38,149
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
Views: 5,152
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
Views: 33,888
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
Views: 5,286
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)
...
Forum: Development::Development 12-07-2017, 04:25 AM
Replies: 13
Views: 25,873
Posted By Torven
I went on Live and parsed some pet avoidance...

I went on Live and parsed some pet avoidance rates to estimate skill caps. I also parsed my 2015 logs and the results matched logs that I produced in November, so they don't appear to have been...
Forum: Development::Development 11-11-2017, 01:12 PM
Replies: 13
Views: 25,873
Posted By Torven
So that satisfies non-pet NPC rates, but what...

So that satisfies non-pet NPC rates, but what about pets?

Two years ago I parsed all the pets up to PoP era, but never posted it. The data can be found here:...
Forum: Development::Development 11-09-2017, 08:02 AM
Replies: 13
Views: 25,873
Posted By Torven
This seems to fit the data well: uint16...

This seems to fit the data well:

uint16 skillLevel = std::min(moblevel * 5, 200);
if (moblevel > 50)
{
skillLevel = 250 + moblevel;
}
else if (moblevel > 40)
{
skillLevel...
Forum: Development::Development 11-05-2017, 02:27 AM
Replies: 18
Views: 38,149
Posted By Torven
The non-damage hate from spells casted from items...

The non-damage hate from spells casted from items is capped at 400, unless the spell on the item is castable as a normal spell by the class of the item user.
E.g. the snare whip from Sebilis does...
Forum: Development::Development 03-30-2017, 02:58 AM
Replies: 18
Views: 38,149
Posted By Torven
I did some research with NPC ignore range several...

I did some research with NPC ignore range several months ago. This is pushed to TAKP already. Posting my conclusions here for posterity:

if top hater leaves forget range:
----if top hater has...
Forum: Development::Development 03-30-2017, 02:32 AM
Replies: 8
Views: 26,393
Posted By Torven
I have an update to this model thanks to...

I have an update to this model thanks to Demonstar's work. He has discovered in decompiles that ToHit gets a +10 then gets multiplied by 1.21. (this confirms the multiplier) I also discovered (from...
Forum: Development::Development 12-24-2016, 12:45 AM
Replies: 27
Views: 21,000
Posted By Torven
A correction: if an NPC is wielding a weapon and...

A correction: if an NPC is wielding a weapon and the weapon is faster than the innate delay, then it will only use the weapon's faster delay if the NPC is not a pet.

This includes charmed pets. ...
Forum: Development::Development 12-07-2016, 01:25 AM
Replies: 18
Views: 33,888
Posted By Torven
I've discovered a very serious balance issue with...

I've discovered a very serious balance issue with the spell code logic. IsPartialCapableSpell() is not accurate.

While I was parsing Luclin bosses for AC/ATK, I noticed that some spells were...
Forum: Development::Development 04-10-2016, 07:36 PM
Replies: 8
Views: 26,393
Posted By Torven
first correction: The mage pet was 'Greater...

first correction: The mage pet was 'Greater Conjuration Earth' not 'Greater Elemental Earth' and the unaccounted for missing ~25 offense was due to a spreadsheet copy and paste error.
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