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  #16  
Old 10-15-2008, 07:53 PM
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trevius
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I am going to test this out tonight and see if it gets proc rates more in line with what they should be.

Code:
	ProcBonus += float(itembonuses.ProcChance + (spellbonuses.ProcChance / 10) + AABonus) / 100.0f;
	
	ProcChance = float(mydex) / 10000.0f;
	ProcBonus *= ProcChance;
	ProcChance += ProcBonus;
	mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
	return ProcChance;
This will make Dex 100% responsible for calculating proc rate instead of adding an extra base of 5% on top of Dex. For a server with level 60 max, even a character with 255 Dex will still proc 2.55% of the time. Then factor in that dual wielding 2 proc weapons would raise the rate considerably. And adding proc augs to those proc weapons would probably raise it considerably again. And this is before AAs, Spell Bonuses, or Item Bonuses even come into play. Adding all of that stuff in, you would get to very high proc rates quickly.

On live, I think that weapon delay was also factored into proc rates. So, the slower delay you had, the more often you would proc per swing. That is why rampage warriors would get slowed with a high delay weapon before they AE pulled to Rampage. So they would proc nearly every swing. And when using an AE proc and hitting lots of targets at once, you will proc so much and so fast that it kills everything in the AE/Rampage quickly. I think that is something to consider for further expanding the proc rate code.
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  #17  
Old 10-15-2008, 08:18 PM
KLS
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I actually added the 5% purposely because people at high end procced decently but people at low end didn't and it didn't seem right. I seriously doubt that's the problem anyway, if you haven't figured it out I'll look at it when I get some time.
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  #18  
Old 10-15-2008, 08:31 PM
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Ya, I vaguely remember something about you making Dex so that it effected proc chance. Probably around the time you were working on Agi helping with mitigation.

So, we could have a base proc chance and it could still be 5, but if so, I don't think we should be adding the dex bonus to that. Maybe we could meet in the middle and lower the base 5% addition down to 4% and reduce the bonuses from Dex by alot. Maybe something like this:

Code:
ProcChance = 0.04f + float(mydex) / 20000.0f;
I think that would be much more reasonable for both high and low end.
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  #19  
Old 10-16-2008, 01:06 AM
ChaosSlayer
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Quote:
Originally Posted by trevius View Post
Ya, I vaguely remember something about you making Dex so that it effected proc chance. Probably around the time you were working on Agi helping with mitigation.

So, we could have a base proc chance and it could still be 5, but if so, I don't think we should be adding the dex bonus to that. Maybe we could meet in the middle and lower the base 5% addition down to 4% and reduce the bonuses from Dex by alot. Maybe something like this:

Code:
ProcChance = 0.04f + float(mydex) / 20000.0f;
I think that would be much more reasonable for both high and low end.

umm /20000....

thsi means with each 100 dex my proc improves by what 0.005?
thsi means even with whopping 500 dex, i have only + 0.025 , which basicly +2.5%....

imho the worth of dex in proc should be atleast 4 times as much. (this stat is allreday nearly worthless compared to STR), not to mention IMHO dex should boost To Hit chance

even better put into Rules what is DEX worth =)


PS. Its abotu time we add a Rule to boost people "To Hit chance" I am getting sick of "you have missed" fest -my level 5 ranger only lands like 1 hit out of each 10, and fact that hybrids capped at like 55% chance to hit for LIVE - kind of suck

ALSO, since we have CLient, NPC and warrior base Critical Chance Rule, why nto add same rule for spells critical? For Client (all classes), for mobs, and separatly for Wizards
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  #20  
Old 10-16-2008, 01:59 AM
KLS
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I don't see what's wrong with the proc formula we have other than it not calculating bonus effects right of course.
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  #21  
Old 10-16-2008, 05:59 AM
KLS
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Ok I went through it and will be uploading some changes. The formula for current procs stays, I feel it offers enough of a % to proc rate that while you wont want to stack dex over str it wont feel like a wasted stat. The 5% lets people leveling up with proccing weapons feel like they aren't worthless.

AA's will no longer LOWER the chance to proc. Bonuses *should* work.
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  #22  
Old 10-16-2008, 07:52 AM
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trevius
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Don't forget about this:

Code:
			case SE_ProcChance:
			{
				//multiplier is to be compatible with item effects
				//watching for overflow too
				effect_value = effect_value<3000? effect_value * 10 : 30000;
				if(newbon->ProcChance < effect_value)
					newbon->ProcChance = effect_value;
				break;
			}
With that multiplying by 10, it makes proc spell bonuses in your equation at 10X more than they should be.

Other than that, it looks to be basically the same as what I was writing. After going over the code again and again, the AA bonus wasn't causing the chance to be less, it was actually just adding 25% of the base procchance to the bonus, which is essentially the same thing that you and I have been writing in different ways. It just looked confusing the way it was before lol.

Combining how you and I wrote it, I think this is about as simple as it can get and it still does the same thing:

attack.cpp
Code:
	ProcBonus += float(itembonuses.ProcChance + AABonus + (spellbonuses.ProcChance / 10)) / 100.0f;
	
	ProcChance = float(mydex) / 10000.0f;
	ProcChance += (ProcChance * ProcBonus);

	mlog(COMBAT__PROCS, "Proc chance %.2f (%.2f from bonuses)", ProcChance, ProcBonus);
	return ProcChance;
And that also means you would have to set the AABonus code back to this:

Code:
		switch(CastToClient()->GetAA(aaWeaponAffinity)) {
			case 1:
				AABonus = 5;
				break;
			case 2:
				AABonus = 10;
				break;
			case 3:
				AABonus = 15;
				break;
			case 4:
				AABonus = 20;
				break;
			case 5:
				AABonus = 25;
				break;
		}
	}
And, really, we could remove the 10 divider for the spellbonuses.ProcChance if we just removed the multiplier in the case SE_ProcChance

zone/bonuses.cpp
Code:
                        case SE_ProcChance:
                        {
                                //multiplier is to be compatible with item effects
                                //watching for overflow too
                                effect_value = effect_value<3000? effect_value * 10 : 30000;
                                if(newbon->ProcChance < effect_value)
                                        newbon->ProcChance = effect_value;
                                break;
                        }
though, the code you have will work perfectly fine once you get the spell bonus divided by 10 or remove it from the SE_ProcChance.

I do agree that dex is nice to be able to factor into procs so it actually does something. I just think that the base calculations need to be tweaked a little further. Even if their base is only a total of 5% (after dex is calculated), that is still 1 in 20 hits, which should be about 1 in 10 rounds or less after double attack and dual wield (if they have 2 procing weapons) are factored in. IMO, that isn't too bad at all for someone with no AAs, 100ish dex, and no item or spell bonuses. Maybe I should cap Combat Effects down to 25 max instead of 50 on my server. Even still, with the base being set that high, even my players agree that proc rates were way too much once you are geared and have the AAs.

I have run through this equation with different parameters dozens of times now. The base is the only thing that can really be adjusted here. It is really close to being good, but a bit of tweaking would help.

I am currently using this:
Code:
ProcChance = 0.04f + float(mydex) / 20000.0f;
And that definitely seems more reasonable in the very high end. It also doesn't make a huge difference in the very low end.

With that base equation, here are some example of what base proc rate would be:

100 Dex = 4.5%
200 Dex = 5%
255 Dex = 5.3%
305 Dex = 5.5%
355 Dex = 5.8%
380 Dex = 5.9% (almost a 50% increase)
471 Dex = 6.4%

And, with your equation:

100 Dex = 6.1%
200 Dex = 7.2%
255 Dex = 7.8%
305 Dex = 8.3%
355 Dex = 8.9%
380 Dex = 9.2%
471 Dex = 10.2% (over a 200% increase)

If you get the AA maxed and only 25 combat effect bonuses, it will jump up 50% higher than that, which means 471 goes to over 15% chance. Then factor in quad attacks with 2 procing weapons and it will be procing every round or 2. Not to mention if the weapon is augmented with a procing aug.
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  #23  
Old 10-16-2008, 01:08 PM
ChaosSlayer
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Quote:
Originally Posted by trevius View Post

And that definitely seems more reasonable in the very high end. It also doesn't make a huge difference in the very low end.

With that base equation, here are some example of what base proc rate would be:

100 Dex = 4.5%
200 Dex = 5%
255 Dex = 5.3%
305 Dex = 5.5%
355 Dex = 5.8%
380 Dex = 5.9% (almost a 50% increase)
471 Dex = 6.4%

And, with your equation:

100 Dex = 6.1%
200 Dex = 7.2%
255 Dex = 7.8%
305 Dex = 8.3%
355 Dex = 8.9%
380 Dex = 9.2%
471 Dex = 10.2% (over a 200% increase)

If you get the AA maxed and only 25 combat effect bonuses, it will jump up 50% higher than that, which means 471 goes to over 15% chance. Then factor in quad attacks with 2 procing weapons and it will be procing every round or 2. Not to mention if the weapon is augmented with a procing aug.
Trev an IMPORTANT note- on your server from what I know you giving people who hunt in say VP a gear which of Elemental+ level, and peopel who hunt in Elementals get a gear from GoD/Oow and so on.
No wonder your guys have WAY TOO MUCH DEX on their hand

On server with +stat progression close to classic/peq getting to 200 DEX is a LONG PATH of seeking out +dex gear. And 300 DEX you won't see untill you hit Elemetal plains.

I had VERY twinked lev 65 Bard on Live during OoW era obssesed over DEX and procs (pre-elemetal flagged)- I was lucky to get even to to 275 DEX

essentialy people bitween 75 and 200 dex range have to build up their dex for 50-60 levels before they see any sort of benefit from it, which imho is BAD.
You should feel as proc % increase for every 25 dex not every 100

AND another important thing- high end peopel WILL always proc A LOT no matter how muhc you nerf AA, dex, or effects - simply cuase they have everything nearly maxed out.
My worry is for lev low people who should be given soemthing of VALUE while they leveling in their teens, 20s, 30s, not AFTER they get to lev 70. In other words- in good mmo "the game" should starts at lev 1, not at 50+
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  #24  
Old 10-16-2008, 03:58 PM
KLS
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I was sure to go through the numbers being outputted and make sure they were right, which was actually how I noticed AA's were removing chance to proc.
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  #25  
Old 10-16-2008, 03:59 PM
So_1337
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Quote:
On server with +stat progression close to classic/peq getting to 200 DEX is a LONG PATH of seeking out +dex gear. And 300 DEX you won't see untill you hit Elemetal plains.
It's a lot easier than that, actually. Any melee with a primal is going to see +100 to all their melee stats from the Avatar proc, not to mention most well-rounded Luclin gear (Ssra and VT) carrying a healthy bonus. Vengeful Mail of the Void, and so forth.
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  #26  
Old 10-16-2008, 04:09 PM
ChaosSlayer
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Quote:
Originally Posted by So_1337 View Post
It's a lot easier than that, actually. Any melee with a primal is going to see +100 to all their melee stats from the Avatar proc, not to mention most well-rounded Luclin gear (Ssra and VT) carrying a healthy bonus. Vengeful Mail of the Void, and so forth.
aha - but Seru and Vt gear both comes from 45+ man raids, and atleast lev 60+ to obtain

bssicly the disbalance is that for first 50 levels you have prety mcuh NOTHING and then post 60 you start doubling in power every 2-3 levels

I want to see SOME improvement for char when I level from 1 to 20, 20 to 30, 30 to 40 etc, not one midnless grind run from 1 to 60 and then power up every level
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  #27  
Old 10-16-2008, 05:25 PM
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I think that gaining a healthy increase from dex is fine. Dex could be the main factor in setting the base proc chance. But IMO as of now, the current settings are just too high to scale very well.

On live, I recall the base proc chance being somewhere around 5%. We have is set to 5% before Dex is even factored in. So, when bonuses get calculated, the max bonus puts proc rates off of the chart. I think it would be fine for dex to scale the base from low to high. But, I don't know why a level 1 with 80 dex should proc nearly the same as a level 60 with 150. It is that 5% that is added to the dex calculation that causes it to scale oddly and ultimately makes base proc chance way too high to use bonus multipliers on.

Like I said, I do think it is really close to being right. But I think when setting a base you need to look at the extremely low end vs the extremely high end and the average. If any of them seem wrong, then it just needs adjustments. I just don't think people should proc every round no matter how many bonuses they have.

Don't forget that any server that even only goes up to level 70 will have shamans with Wunshi:

1: Increase Max Hitpoints by 680
2: Increase HP when cast by 680
4: Increase STR by 85
5: Increase DEX by 85
6: Stacking: Overwrite existing spell if slot 1 is effect 'STR' and < 85
7: Stacking: Overwrite existing spell if slot 1 is effect 'DEX' and < 85
8: Stacking: Block new spell if slot 1 is effect 'STR' and < 1085
9: Stacking: Block new spell if slot 1 is effect 'DEX' and < 1085
10: Increase Str Cap by 85
11: Increase Dex Cap by 85

That is a big chunk of Dex and can go over the cap.

Yes, my server does give fairly easy to get nice gear from custom zones, but that doesn't make it ok for it to be broken :P
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  #28  
Old 10-16-2008, 05:39 PM
ChaosSlayer
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Quote:
Originally Posted by trevius View Post

On live, I recall the base proc chance being somewhere around 5%. We have is set to 5% before Dex is even factored in. So, when bonuses get calculated, the max bonus puts proc rates off of the chart. I think it would be fine for dex to scale the base from low to high. But, I don't know why a level 1 with 80 dex should proc nearly the same as a level 60 with 150. It is that 5% that is added to the dex calculation that causes it to scale oddly and ultimately makes base proc chance way too high to use bonus multipliers on.
note that lev 60 warrior vs lev 1 warrior will have Dual Wield Double Attack, which means even with same chance say 5% vs 7% - combat dps output wise- you will see 4 times as many procs simply cuase you have 4 attacks instead of 1

As far as procing too much at high end- thats what proc cap can be used for =)

Another thing you coulf do is code in DEX with DIMINISHING returns,
so first 100 DEX (above first 100) will give you +5% to total proc chance (so 5+5=10),
next 100 dex will give you +4%
next 100 dex will give you +3%
next 100 dex will give you +2%

so peopel at lwo end will see ALOT of return from each 25-30 dex they build up, but as you go UP and ist easier for you to obtain items and buffs, the return all massive extra dex will be less and less.

this way you can have very high growth on low end, and no cap on higher end.


SO here is proposed chart:

Dex 100 = TOTAL proc chance 5% (if you dex is LESS than 100, you start to take penalties. let say 1% per 10 dex, so with dex of 50 you won't proc at all)

DEX 200 = TOTAL proc chance 10%
DEX 300 = TOTAL proc chance 14%
DEX 400 = TOTAL proc chance 17%
DEX 500 = TOTAL proc chance 19%
DEX 600 = TOTAL proc chance 20%
DEX 700 = TOTAL proc chance 20.5%

and then you can add +0.5 per each 100 dex
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  #29  
Old 10-16-2008, 07:07 PM
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Ya, I am going to work something up that does a few things that will hopefully make everyone happy. First, it will not take dex into account if it is less than 60ish, because any level 1 has that amount. Why should they get a bonus for bare minimum starting stats? Not to mention that what level 1 will have a proccing weapon lol?

Then from 60 to 255 it will scale quickly up to 6-7%ish. For 255+, it will have very diminishing returns so that it would be very hard to break 7-8%ish base.

Something like that anyway.
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  #30  
Old 10-16-2008, 07:28 PM
ChaosSlayer
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Quote:
Originally Posted by trevius View Post
Ya, I am going to work something up that does a few things that will hopefully make everyone happy. First, it will not take dex into account if it is less than 60ish, because any level 1 has that amount. Why should they get a bonus for bare minimum starting stats? Not to mention that what level 1 will have a proccing weapon lol?

Then from 60 to 255 it will scale quickly up to 6-7%ish. For 255+, it will have very diminishing returns so that it would be very hard to break 7-8%ish base.

Something like that anyway.

rather than giving peopel flat 4% at lev 1 and discardign dex above 60, start with flat 1% at 55 dex and then give:
+1% per each 15 dex till 100 (so at 100 dex you have your 4%)

then give +0.5% each say 25 dex up to 300 (so thats another +4%, totaling at 8% at 300 dex)

then you put +0.125 per 25 dex unlimited

so past 300 dex you will get +0.5 per each 100 dex
this results in:

55 dex - 1%
70 dex - 2%
85 dex - 3%
100 dex - 4%
200 dex - 6%
300 dex - 8% (8% at 300 dex is fair imho)
400 dex - 8.5%
500 dex - 9%
600 dex - 9.5%
700 dex - 10%
etc
(now i realy want to see someone with 700 dex )

PS preferanly of course that % chance scales per each 2-3 dex rather than in 25 dex chunks
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