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  #1  
Old 09-29-2016, 12:42 AM
Silresa
Fire Beetle
 
Join Date: May 2011
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Default Bug with Throwing Weapons and Delay/Haste/Etc.

So, playing on a server which has a class that uses a bit of throwing I've been doing a bit of throwing!

I noticed that, weirdly, using a 36/35, 32/20, and 20/10 thrower all felt about the same in delay, even with varying amounts of haste. I'd always throw at a bout the same speed.. unless I used hundred hands disc.

I'm not super good with code/scripting/etc., nor am I familiar with all the calls and such of eqemu, so this may be a red herring, but in the attack.cpp I did see several mentions of 'largethrowing' and 'smallthrowing', and most instances include both, but a fewjust had large, yet as far as I know throwing only has 'Throwing', there's no way to distinguish an item one way or another. Again this may not be relevant but I was peeking through a bit and saw this and it stood out.

But basically it looks like the delay of the thrown weapon is being ignored and it's using a default delay or h2h delay or something in the 35-39 range, hard to time it precisely with EQ's logging without tons of parsing, but the difference in 36/35 and 20/10 should be night and day, and it's none. My theory is further supported by the fact that hundred hands disc definitely speeds up throwing to some degree, so it's pulling some other delay and using it, I assume a fallback/error catching delay.
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  #2  
Old 09-29-2016, 08:35 AM
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N0ctrnl
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First of all, do you have any parses to display what you're saying? Anecdotes are good for telling stories, but not for investigating. I would start by using /autofire or the like to parse and illustrate the problem - if there is one.

Also, reporting this as a bug on somebody else's server seems a little dubious too. There's no way at all to know if changes were made there or not. My recommendation would be to start by talking to the server operator.
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  #3  
Old 09-29-2016, 01:31 PM
zerjz3
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Quote:
Originally Posted by N0ctrnl View Post
First of all, do you have any parses to display what you're saying? Anecdotes are good for telling stories, but not for investigating. I would start by using /autofire or the like to parse and illustrate the problem - if there is one.

Also, reporting this as a bug on somebody else's server seems a little dubious too. There's no way at all to know if changes were made there or not. My recommendation would be to start by talking to the server operator.
Server operator here. We do not have any custom code with throwing, this is presumably a stock EQEmu bug.

It's likely that if this bug does indeed exist, no one has found it thus far because on most servers, throwing is just used once to pull and there aren't many classes built around standing and autofiring with a throwing weapon.
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  #4  
Old 09-29-2016, 01:49 PM
demonstar55
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haste seems to work for me (testing with /autofire)

EDIT: there seems to be an issue mashing the range button though. Will have to look at some logs to see whats going on (looks like the attack is being blocked)
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  #5  
Old 09-29-2016, 02:18 PM
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N0ctrnl
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In some quick testing, I also noticed that I can equip a different type of throwing weapon in range and ammo, and it'll use the item out of the range slot.
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  #6  
Old 09-29-2016, 03:42 PM
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Uleat
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Does live allow you to 'mismatch' thrown weapon types in range and ammo?

Really shouldn't be an issue there since the criteria is taken from the range weapon.


I think the damage parse is going to be key in determining whether this is a bug or not.

If the player is strictly 'feeling' the animation, then this assumption is invalid.

Pretty sure that animations packets are timer limited..so, the actual number of animations may average out to the same 'actions-per-second' for each
thrown weapon type..but, the dps would be correct.
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  #7  
Old 09-29-2016, 04:19 PM
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Quote:
Originally Posted by Uleat View Post
Does live allow you to 'mismatch' thrown weapon types in range and ammo?

Really shouldn't be an issue there since the criteria is taken from the range weapon.
Well, it feeds from the range slot too. That's what makes it even more interesting.

I don't recall ever even trying to mismatch the two slots on Live. Except for the brief period when you could fire throwing items out of a bow, that is.
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  #8  
Old 09-29-2016, 04:38 PM
Silresa
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Hi!

Per Zerjz's post it was suggested I post here, so I did! I am using autofire 100% of the time - using the ranged attack button is indeed extremely unreliable and it will often trigger without throwing an attack, the delay reset on the button seems way off, but that's neither here nor there (perhaps it's working per the weapon, but the recycle per the 3500/3800 delay isn't up, so it fails?)

Haste affects it, as I mentioned above, but the issue is weapon delay appears to not make a difference. I feel like the difference between a 36 delay weapon and a 10 should be monumental enough that it not being incredibly obvious would be proof enough, and it should be quite easy to test, so I didn't think extensive parses would really be helpful.

I apologize if it seems like I rolled in here just like "hey guys i gots a feelin' somethin' is funky", I'm sure you guys get lots of one-off anecdotal "i think something is wrong oops I guess it's fine." I spent half an hour using a stop watch trying to test out reasonably accurate delays, since EQ's logs only parse in full seconds, and reliably found both the 10 and 36 to throw in the 3.5-3.8 range somewhere, which falls in line with some kind of default delay (3500) or default h2h (3800/3900). My testing was without any haste when I did it the other night, and I was watching the combat log purely. And really, considering the 10 delay should throw three times as fast as the 36, it's very obvious when it isn't. It's not a matter of fractions of a second delay, it's several seconds. Since looking at it more, peeking at attack.cpp, and the parsing here, it seems to be it's using some kind of default fallback delay of 3500. My mention is hundred hands comes because, as I understand, it should NOT affect ranged delay, and it does.. which, again, points to some other delay being used than the ranged weapon.

None the less, with a haste of 17%.. which you will notice brings 3500 right down damn close to 3000 (2991.) And, with both a 35 delay and 10 delay, you can easily see the delay is right at 3 seconds on both.

[Thu Sep 29 13:32:58 2016] Logging to 'eqlog.txt' is now *ON*.
[Thu Sep 29 13:33:00 2016] You begin casting Suspend.
[Thu Sep 29 13:33:09 2016] Caine says, 'Hail, Sixquills'
[Thu Sep 29 13:33:12 2016] You say, '36/35 weapon'
[Thu Sep 29 13:33:13 2016] Autofire on.
[Thu Sep 29 13:33:13 2016] Sixquills scores a Deadly Strike!(16)
[Thu Sep 29 13:33:13 2016] You hit a crocolisk for 16 points of damage.
[Thu Sep 29 13:33:16 2016] Sixquills scores a Deadly Strike!(316)
[Thu Sep 29 13:33:16 2016] You hit a crocolisk for 316 points of damage.
[Thu Sep 29 13:33:19 2016] Sixquills scores a Deadly Strike!(316)
[Thu Sep 29 13:33:19 2016] You hit a crocolisk for 316 points of damage.
[Thu Sep 29 13:33:22 2016] You are thirsty.
[Thu Sep 29 13:33:22 2016] You are hungry.
[Thu Sep 29 13:33:22 2016] You are out of food and drink.
[Thu Sep 29 13:33:22 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:33:25 2016] Sixquills scores a Deadly Strike!(252)
[Thu Sep 29 13:33:25 2016] You hit a crocolisk for 252 points of damage.
[Thu Sep 29 13:33:28 2016] Sixquills scores a Deadly Strike!(316)
[Thu Sep 29 13:33:28 2016] You hit a crocolisk for 316 points of damage.
[Thu Sep 29 13:33:31 2016] Sixquills scores a Deadly Strike!(124)
[Thu Sep 29 13:33:31 2016] You hit a crocolisk for 124 points of damage.
[Thu Sep 29 13:33:34 2016] Sixquills scores a Deadly Strike!(316)
[Thu Sep 29 13:33:34 2016] You hit a crocolisk for 316 points of damage.
[Thu Sep 29 13:33:36 2016] Autofire off.
[Thu Sep 29 13:33:37 2016] You begin casting Suspend.
[Thu Sep 29 13:33:40 2016] Your Suspend spell has worn off of a crocolisk.
[Thu Sep 29 13:33:48 2016] You say, '20/10 weapon'
[Thu Sep 29 13:33:49 2016] Autofire on.
[Thu Sep 29 13:33:49 2016] You hit a crocolisk for 6 points of damage.
[Thu Sep 29 13:33:49 2016] Caine begins to cast a spell.
[Thu Sep 29 13:33:52 2016] Sixquills scores a Deadly Strike!(80)
[Thu Sep 29 13:33:52 2016] You hit a crocolisk for 80 points of damage.
[Thu Sep 29 13:33:55 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:33:58 2016] Sixquills scores a Deadly Strike!(176)
[Thu Sep 29 13:33:58 2016] You hit a crocolisk for 176 points of damage.
[Thu Sep 29 13:34:01 2016] Sixquills scores a Deadly Strike!(56)
[Thu Sep 29 13:34:01 2016] You hit a crocolisk for 56 points of damage.
[Thu Sep 29 13:34:04 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:34:07 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:34:09 2016] You are thirsty.
[Thu Sep 29 13:34:09 2016] You are hungry.
[Thu Sep 29 13:34:09 2016] You are out of food and drink.
[Thu Sep 29 13:34:10 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:34:13 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:34:16 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:34:18 2016] You begin casting Suspend.
[Thu Sep 29 13:34:21 2016] Your Suspend spell has worn off of a crocolisk.
[Thu Sep 29 13:34:22 2016] Sixquills scores a Deadly Strike!(116)
[Thu Sep 29 13:34:22 2016] You hit a crocolisk for 116 points of damage.
[Thu Sep 29 13:34:25 2016] Sixquills scores a Deadly Strike!(24)
[Thu Sep 29 13:34:25 2016] You hit a crocolisk for 24 points of damage.
[Thu Sep 29 13:34:28 2016] Sixquills scores a Deadly Strike!(144)
[Thu Sep 29 13:34:28 2016] You hit a crocolisk for 144 points of damage.
[Thu Sep 29 13:34:31 2016] Sixquills scores a Deadly Strike!(164)
[Thu Sep 29 13:34:31 2016] You hit a crocolisk for 164 points of damage.
[Thu Sep 29 13:34:34 2016] You try to hit a crocolisk, but miss!
[Thu Sep 29 13:34:37 2016] Sixquills scores a Deadly Strike!(136)
[Thu Sep 29 13:34:37 2016] You hit a crocolisk for 136 points of damage.
[Thu Sep 29 13:34:40 2016] Sixquills scores a Deadly Strike!(14
[Thu Sep 29 13:34:40 2016] You hit a crocolisk for 148 points of damage.
[Thu Sep 29 13:34:43 2016] Sixquills scores a Deadly Strike!(96)
[Thu Sep 29 13:34:43 2016] You hit a crocolisk for 96 points of damage.
[Thu Sep 29 13:34:46 2016] Sixquills scores a Deadly Strike!(64)
[Thu Sep 29 13:34:46 2016] You hit a crocolisk for 64 points of damage.
[Thu Sep 29 13:34:49 2016] Sixquills scores a Deadly Strike!(164)
[Thu Sep 29 13:34:49 2016] You hit a crocolisk for 164 points of damage.

Looks damn obvious to me. Interestingly the damage does appear to be called properly, as the hits drop heavily from the 36 damage weapon to the 20. A 10 delay weapon should hit more than 20 times in 60 seconds.

Also, 'Suspend' is just a root, to avoid any worries of confounding factors. It does feel like accuracy is quite low, so perhaps there's also some factor of the appropriate attack value not being brought into play (I was throwing at a blue with max'd throwing) but *that* is just an anecdotal gut feeling.

It may also be worth mentioning that endless quiver is enabled for the class to supplement throwing, but I don't imagine that's related unless there's some funkiness there with it expecting archery and going weird somehow.
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