Could Devs please explain in detail these rules and variables?
Hello!
As much as hate to draw so mcuh attention to my person recently, I woudl realy appriciate if Devs could explain in detail how to use this features. Not just: thsi can be set from 1 to 15 - but excatly how this values actualy affect the game. the following are the rules and varibales in DB i have the least udnerstading of: GroupEXPBonus - does this modifies total xp or adds on top of it? Let say you in a 6 peopel group- your Xp shoudl be 1/6. if thsi variable set to 0.01, will thsi give you 1/6 + 0.01 or 1% of 1/6 ? AcRandom - what does this do? how does it work? ACreduction - what does this do? how does it work? Max_AAXP - what does this mean? Aggro:PetSpellAggroMod Aggro:SongAggroMod Aggro:SpellAggroMod - how is this calculated? if this set to 50 is this 50% of norm or x50 as strong? Spells:ResistChance Spells:ResistMod Spells:PartialHitChance - how is this calculated? How this modifies my in game resist and to what end? Character:HealOnLevel - does this means char gets 100% heal when he dings? What about 100% mana? Combat:PetAttackMagicLevel - what about mobs who immune to non bane weapons? Thank You much! |
Not sure on the first two xp mods, can look into it if I can remember tomorrow
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Defaults 100 for spell so all spells cause normal aggro. 33 for songs, songs are reduced to 33% of normal aggro 10 for pet, spells cast by pets are reduced to 10% of normal aggro Quote:
-Your Resists * ResistMod = chance to resist without factoring in level, so a 130 resist at the default 0.4 would give you a 52% chance to resist assuming completely clean conditions. -The % chance a partial capable spell will be partially resisted when it fails the resist check. It's a default of 0.7 or 70%. So a partially capable spell has only a 30% chance to be fully resisted when it fails the standard resist check, nukes roots fears and the like fall under this. Quote:
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Just a few more question a on resists. How does ResistMod combines together with your level? Since 200 resists are not that hard to obtain, woudl make you nearly immune to many mobs - so your actual level must also affect this? On partial resists - how does the "partial" part calculated? For exmaple if 100 damage nuke is cast, can it do anywhere from 1 to 99 dmg when partialy resisted? Basicly my special inteerst with resist is that I was runing my own server under trial run and friend of mine was runing around tetsing things. He got his resist as higher as 120 and could not tell any diffirence biween havign that much or beein naked- the NPC seem to be able to nuke the crap out of him regadless (this is around lev 30 with even con or blue con mobs) Also, do NPC follow the same rules to resist player spells? Another thing - is it posible to make npc 100% immune to specific spell type? Like Fire? Or should I just set Fire resist to some large value like 999? thanks again! =) |
Where are you finding the mods for resists? I don't seem to have them in my variables or rule_values tables.
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The newest PEQ CVS have all the rules. But, if you don't want to fiddle with that, grab just the rule_values.sql file here: http://peq.cvs.sourceforge.net/*chec...l?revision=1.4 (Right click - save as)
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Exp modifier
I noticed the HP regen and Mana regen are set by what looks to be percentages (100 percent for each) but the Exp regen modifier is set to .75 by default. Does that mean you need to set it to 3 for 3X, or does it work both ways and you can set it to 300 for 300 percent?
I have been looking for a breakdown of these rule sets and how they should be changed as well, but have been unable to find the thread for it. Thanks in advance. |
Disregard
Nevermind... took me a couple of hours, but I found a couple of good references. Thanks.
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