Always hitting?
I seem to be always hitting hitting mobs and always being hit by mobs. At first I thought I just had mob misses and my misses filtered, but every mob hits me in accordance with the number of attacks it should have and I'm applying no combat filters at all. Also, I don't see any reposte, dodge, or parry messages. I've only messed around with warriors. But I played around with one until level 15 and then auto leveled one to 65. I saw the same thing from level 1 to 15 and level 65, whether the mob is green or red. Is this source controled or DB controled? If this is a known bug or a newbie mistake where I've forgotten to set something up, I appologize in advance.
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Just to make sure, you have skill set in them?
What version also? |
Initially, I was using the version found in the this post:
http://forums.eqemu.net/viewtopic.php?t=6904 The post says it's EQEmu Binary 0.4.4-DR1+Telmet. From there, I used the Eq Patcher program to update. Also, I used #setskill to set my skills at 252. This would be higher than the game naturally allows for some skills, but I figured the game would either just accept it or correct it. |
Are you sure you had misses on?
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Yes...as it stands there seems to be a problem relating to damage mitigation. A level 2 orc pawn will hit my level 65 Warrior with 2050AC for 6 damage consistantly, no parrying, no dodging, nada.
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Yep. I'm sure. Besides, the number of hits where about right. Depending on the level of the mob, I'd get hit for 3 to 5 times, every time. As another poster said, even the orc pawns landed a hit every time.
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check your Npc_Types table for min dmg and max dmg. If they arent set (or set to zero), then check with the person that is releasing the code to you. We do NOT support software other than the official code released by the eqemu dev team. If you got it from any site other than the eqemu download section (http://prdownloads.sourceforge.net/eqemu/) then it is not official. Telmet takes our code, makes changes to it, and releases it on his website. Maybe one of his changes caused that bug, but talk to him if you downloaded the emu from his site.
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Will do. I'll download, reinstall, and try again. I deffinately hope it works.
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Re:
Yup, I also tried Telmet's as my first EQEmu server and noticed the same thing. Was pretty pathetic having a griffing hitting a lvl 50 war for constant double 88 in the commons. What really dropped my jaw to the ground was that rampaging hill giant. haha, that was funny...guess it was flagged in the data, but I'm not gonna bother looking for it. HG was also hitting for up to 125 instead of the regular 96.
Good first experience, but I guess I'll go looking for the official files this time around. :) Edit: I've never been hit by a rampaging mob before as I usually play casters, so that might be why it hit up to 125 if rampaging has the effect of increasing damage. |
Re:
I tried EQEmu 4.3 to replace the Telmet version I had. Using the same database, there was a huge difference in the damage mobs did to me.
Using the same lvl 50 war, I was able to dispatch that griffin fairly easily as I should. My HG still could rampage and enrage (I couldn't get it low enough on hp to get enrage with Telmet's), but fight made more sense. I figure Telmet is working on different formulaes. |
I tried to find the post that led me to believe the following, but I couldn't locate it.
I thought AC didn't work whatsoever, thus an orc pawn SHOULD always hit. |
No AC only determines if there is a reduction in total damage. The higher the AC, the higher the reduction.
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Yes, thats the damage mitigation componet of AC.. I've been trying to come up with an intelligent formula to calculate the amount of damage mitigated, but not having alot of success.. Thinking should take into account level as well, say an AC of 10 at first level should equate to a 10% damage reduction, but how do you handle it all the way to level 65?
I wish I had excel installed at home, I could plot a few formulas and look at the curves and try to find a least sqaures fit function to some damage data off live! Combat with a mob naked vs. combat with a mob at varying armor levels.. .Plot all the points, do a best fit line, then compare the different curves and determine a good best fit equation... If anyone has any good ideas, or knows of a good formula, please pipe up.. |
I'll start playing around with formulae on a spreadsheet. What variables are included in damage reduction? Level, AC, Dexterity, Agi(?), class(?), ?
I know spells affect it, but we won't use that, as spells affect the adjusted damage value, after the calculation above works it's magic. Agi only decreases the odds of being hit, right? |
AC doesn't actually reduce the chance of getting hit, but it appears that way, as when the damage a mob does is reduced to 0 by the damage mitigation, it is reported as a miss ("an X tries to hit you, but misses!"). (Try using #damage 0 to see what I mean)
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Thanks guys. I'll factor that in.
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