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-   -   Upping damage done by spells (https://www.eqemulator.org/forums/showthread.php?t=31649)

Burningsoul 07-11-2010 09:07 PM

Upping damage done by spells
 
Looking through the fields under Spells_new, I'm guessing I run a query like this... "update spells_new set effect_base_value1=effect_base_value1*3 where effect_base_value1>0;" for spells to hit for 3 times as much. My question is if I run this, will I screw up non-damage spells like summons or buffs? Would it be more beneficial to make an item that somehow doubles the spell strength for each class instead?

Edit: Wasn't thinking outside the box.. could it be under rules as well? I'm looking through the source but I have no clue where or what I'm looking for to change and recompile.

Caryatis 07-11-2010 09:42 PM

You would need a very specific sql query to get it done that way I would imagine. Easier to just make an item with a focus or click effect that increases spell or melee or both dmg by whatever % you desire.

There is a rule for how much you crit for(with spells) but not for overall dmg.

Tharkun 07-13-2010 06:24 AM

Code:

update spells_new set effect_base_value1=effect_base_value1*3 where effect_base_value1>0;
would make the non-damage spells more potent... heals and buffs...

Code:

update spells_new set effect_base_value1=effect_base_value1*3 where effect_base_value1 < 0;
would effect damage spells

Since damage spells remove HP the value used is negative to reflect that.
Then any changes you make have also be made in spells_us.txt so the client can use the changes.

also bear in mind... the NPC spells are in the DB as well. So the tricky part is figuring out a filter to not make all the NPC spells DT like on accident.

then you have to figure some of the PC spells are used by NPC's also, so you either have to remove them from the spell list, or make a duplicate copy that does the damage you want the NPC to do.

Burningsoul 07-13-2010 07:29 AM

Thank you for the queries and insight. What I was trying for was similar to the now-defunct Zarn Barn server, I don't remember if the mobs' spells were affected but all nukes and dots hit for 5 times the normal damage.

I did some tinkering with focus effects but I'm not too pleased with the results, I'm not sure how high the fields can go but even setting the Spelldamage to be increased by 100% is only twice as powerful... think I'll hit a glass ceiling there too quickly.

Seems like it would be best to modify a handfull of spells and make them click effects on armor/weapons.. that way when at low level and weak on resists, lowbies won't be getting 1 or 2-shot.

Either way, thank you both for the knowledge, I'll keep plugging away and see if I can make anything click.

Caryatis 07-13-2010 01:24 PM

I wouldn't run the queries tharkun posted(in case anybody else wants to) as those will change values for every spell effect, not just Heals and DDs/DoTs. Many types of spells use those fields to link to other spells and such, not to mention that not all heals and DD/DoTs put their dmg in effect value 1.

If you wanted to go that route, you would need to add a WHERE `effectid1`='0' || `effectid1`='79' as those would be the only spell effects you would want to modify with those queries. Ideally you would run those for all 12 effectids.

Tharkun 07-15-2010 04:48 AM

Probably a lack of clarification on my part as well as lack of experience changing spells. 3 main points I wanted to make were

heals tend to have a positive value, damage spells negative
NPC spells are also in the spell DB
the spell file needs the changes also

at this point my personal server is solo able and I found I had to go and change the values of DT's to make it that way. Otherwise I haven't touched it.

Burningsoul 07-15-2010 05:28 AM

Thanks again both of you! I ended up going through the 2 classes I play the most and modifying the damages by hand in a spell editor. Things are finally (somewhat) balanced, so it's all good.


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