Dragon Difficulty Issues
Greetings, I have tried searching for my answer, but have come up empty only on this one issue.
Why are the dragons so weak, i.e. no 1500pt aoe's or 1500pt melee? Is there a way to set the emu gamewide to "actual eq" difficulty? Or perhaps on a per mob/dragon basis? I would like to attempt some mobs that fight with the same weapons as they do in "live" eq. The msg. board has otherwise been extremely helpful and informational, haven't had to post till now. Thanks, Great job btw. |
Seems mobs dont cast/proc many spells yet.
Vox will try to heal herself, but never once do you get hit with the proc. Only answer I could think of off my head was patience :) If you want a long fight, go solo Zlandicar with a rusty sword... lol. I did. :p You can directly edit the mobs in the database, and raise/lower hitpoints.. possibly even change their attack mode? As for adding their proc's in, I've never tried. |
theres a column in the database called npc_spells, thats where their spell list would go, most databases don't use them though.
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I am adding in the ability for mob procs to the emulator. Pretty much got it finished up, but need to tune things up a bit.
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Npc_Spells allow proccing...
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?
Everyone up to this point has told me "NPC Procs aren't in the emu" So I spent the day adding it in (See the dev forum where I posted the code for it). Now you're telling me it is in there somewhere? I see in the npc_types database, the ability to give them spells to cast.. but that isn't a proc. P Please explain :) |
All spells that you would consider a 'proc' just have no delay in casting, the usedspells column allows you to add spells, so if you put '13 982' he can complete heal himself and use cazics harm touch (which is pretty much a 'proc'), try it.
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I see what you mean, but I don't see it as the same thing :(
A proc is a processed effect that has a chance to fire each time the mob swings. If yo udo as you suggest, then it happens more as a "I'm goign to cast a spell now, lets see what spell I should cast" Not sure if thats clear.. but do you see what I mean? Besides.. I went and took all the time to do this addition to the emu .. You don't want it? :( |
No, I think if the proc fires based on a hit, thats alot better than a random spell cast.. Its a repeatable affect, not random, and tied directly to his physical attacks. I think what you did will be a great addition...
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That would rock
I would love to step up to full power dragon, quester. Considering all the tricks one player character can hold in the emu, I would like to attempt 32k+ dragons with at least their full in game melee/spell power, hell even double. Since staying alive is not all that hard, that aoe of death is welcome. :)
Thanks for the replies, I appreciate it, and would definately dig that kind of addition to the emu. If the encounters can be made harder, ooh i can just taste the sweet one group fights on... say lord vyemm, emporer, etc etc. |
As of now the only "Death Touch" is Cazic's, and it is insta-kill anything. Now, what were you saying about welcoming the procs? Be prepared to be wiped out if you do.... would be even more fun if you couldn't #heal yourself or spam #level 65 on yourself, or on some servers even #invul.
Would be funny to see all these players go up to Kerafyrm thinking "oh, I can kill him easy!" and then he Cazic Touches them... lol |
As if our attack code isnt crammed as it is :)
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Heh... cleaning it up could possibly make it work smoother? Hopefully? Probably not... *sigh*
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The code I added for procs is VERY small. Insignificant compared to the rest of the attack code.
Besides.. If you want an emulator even close to the "real" thing, it is going to be huge. Fact of life. |
Sadly. Clean code makes it easier to edit/improve though :)
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