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  #1  
Old 12-15-2005, 02:30 PM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

Have you tested these stats adjustments for playability? I have been looking for formulas to apply to all the stats, as well as resist, regen, etc... (all the crap we cant collect) for PEQ..


BTW, some body types:
BT_Dragon = 26,
BT_Summoned2 = 27,
BT_Summoned3 = 28,
// 29
BT_VeliousDragon = 30, //might not be a tight set
// ...
BT_Dragon3 = 32,
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  #2  
Old 12-16-2005, 03:19 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
Default In the process

I tested some higher end mobs last night and they are much better, not missing as much, I am going to test it more this weekend by starting a lvl one toon and etting the exp modifier really high and testing it on my way to lvl 60. Like I said in the first post the stats of mobs are not linear on the way to lvl 60, but this is way better then it was before with all mobs having 75 to all stats. at level one the mobs are actually killable, before I couldnt even kill one mob with a brand new toon. It would be much easier to test if I could actually see mob misses.... not sure if its just a bug with my server or all servers but I cannot see when the mob mises me it just says nothing at all.

As far as resists I am just manually adjusting them in my db by bodytype and level, if dont want a mob snareable do I just set mr really high or is there soemthing else? I cannot find anything saying what the npc special attacks are.

Also what factor does the does stamina variable play?

I am also working on adding cavedudes db to peq's on my server, but lots of factions to adjust and loot tables/loots to add... only done one zone so far, vex thal!!!! and its pretty fun to play in with my monk ))
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  #3  
Old 12-16-2005, 04:08 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
Default

a non linear equasion that I ill also test, or someone else can if they want...

str = 15 + (level*1.5) + (level*level)/25

lvl 01 = 17
lvl 10 = 34
lvl 20 = 61
lvl 30 = 96
lvl 40 = 139
lvl 50 = 190
lvl 60 = 249
lvl 61+ = 252

code:
update npc_types set str=15+level*1.5+((level*level)/25);
update npc_types set agi=15+level*1.5+((level*level)/25);
update npc_types set dex=15+level*1.5+((level*level)/25);

update npc_types set str=252 where str > 252;
update npc_types set agi=252 where agi > 252;
update npc_types set dex=252 where dex > 252;
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  #4  
Old 12-19-2005, 03:26 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
Default

The first one worked good, but the raid mobs are still missing toomuch
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  #5  
Old 12-23-2005, 02:57 AM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
Default

I personally like the nonlinear approach to the stats but the main thing that I do not like is how low it makes the characters stats below level 25 so I just added this to it.

Code:
update npc_types set str=15+level*1.5+((level*level)/25);
update npc_types set agi=15+level*1.5+((level*level)/25);
update npc_types set dex=15+level*1.5+((level*level)/25);

update npc_types set str=255 where str > 255;
update npc_types set agi=255 where agi > 255;
update npc_types set dex=255 where dex > 255;

update npc_types set str=75 where str < 75;
update npc_types set agi=75 where agi < 75;
update npc_types set dex=75 where dex < 75;
I will be doing more thorough testing on this during the next week to see how well it works out.
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  #6  
Old 12-23-2005, 11:26 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
Default

I did a bunch of analysis on items to figure out what stats players can obtain (using the required level of items), and I came up with a few formulas.... somebody should test them out for me....
Stats:
0.0026*level*level*level - 0.1429*level*level + 2.9491*level + 75

Resists:
0.0026*level*level*level - 0.1399*level*level + 2.7868*level + 20


Also, note that the stat cap for players is as high as 365 at level 70 with AAs... so theres no reason to cap mobs at 255... I dont think the 400ish that comes out for stats at level 70 above is unreasonable... they are supposed to be hard, hehe.

some day I will put out my analysis data... every stat I looked at on weapons followed a very similar curve, and the 3rd order poly fit it quite well.
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  #7  
Old 12-23-2005, 12:46 PM
sesmar
I built it I will Support it!
 
Join Date: Jun 2005
Location: Michigan
Posts: 214
Default

I will give this a try, I was thinking the same thing on the 255 stats cap but I wanted to do a little more testing befroe deciding how high I wanted them to go. I will give this a shot and let you know how it works out for me.
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