Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bug Reports

Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here.

Reply
 
Thread Tools Display Modes
  #1  
Old 02-22-2009, 04:34 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Hey if it works for you, it works! But, keep an eye on Warrior evasion or try it out yourself. With your value, it will make player Warriors immune for the length of the ability.
Reply With Quote
  #2  
Old 02-22-2009, 06:59 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Yeah, the new way the code is set is actually the way it should work. I just don't have time right now to go through and rebalance each of my end game encounters to the new formula, so I use the old one. As a fix for evasion with the old code, I just adjusted the spell so it doesn't give way too much. Warriors with Stonewall should really never, or very rarely ever need to use evasion. If they are, it means that things aren't working right. That was the reason for the new code, and it should correct that issue. But, at least changing 1 line of code for now is easy enough for us that may not have time to redo everything that has already been finely tuned. Ultimately, at some point, I would like to get things rebalanced to use the new proper system. Until then though, I will be using that old line to keep things as they are.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #3  
Old 02-23-2009, 10:41 AM
thepoetwarrior
Discordant
 
Join Date: Aug 2007
Posts: 307
Default

What spell ID did you edit for Evasion and what did you edit to fix it in the spells_us.txt file? Im using spell editor from Georges website.
Reply With Quote
  #4  
Old 02-23-2009, 11:31 AM
thepoetwarrior
Discordant
 
Join Date: Aug 2007
Posts: 307
Default

Did my own home work real quick with the Spell Editor. A quick search/find in the spells_us.txt did the trick. Found out Evasive is Spell ID 4503. Only thing I saw of interest would be...

Effect Type: 172 Chance to Avoid Melee
Minimum: 50

So would edit that value of 50 to something else?

Maybe remove chance to Avoid Melee all together (Although that would be cruel).

If I fix that spell, then we can use the old calc you shared without Evasive making a Warrior perma immune?

Please advise. Thanks.
Reply With Quote
  #5  
Old 02-23-2009, 01:45 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

you should be aware that in that that "rule fix" which broke the avoidance has been removed from the code and next version of the server build will be released wihout it - hence you don't need to fix anything on your side - simply wait till next release.
Reply With Quote
  #6  
Old 02-23-2009, 02:32 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

No, the rule DID NOT break avoidance. Avoidance was broken from the start. It had a value of 100. I added the rule because I wasn't sure of the Live value. I set the rule default to 1250, turns out it should have been 1000. So, the rule was much closer to Live than it was previously... Besides, it was a rule meaning you could have changed the value to match your server.

But, your advice to them is flawed. They mention above that they are using altered combat code where the value of 100 (or 10, whatever they use) is correct for them. That means by removing the rule I am again forcing them to manually change the line to match their code. It has to be done because as KLS said the rule never should have been added. The value is 1000, no need to change it in stock EQEmu code.
Reply With Quote
  #7  
Old 02-23-2009, 06:35 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Yeah, Hunter, that is the setting you need to change. I think something like 5 instead of 50 would work fine.

As I have said already, the new code is the correct way things should be done. But, even with the rule that was there before, you couldn't get the same results as you do by pasting in the original formula that was used. This is because the new one actually reduces hit chance for avoidance by a percentage instead of subtracting a flat amount like it used to. Subtracting a flat amount is a really bad way to do it, but for databases that were built around using that formula for avoidance, it works and would be a pain to switch over. At some point, I definitely want to do the switch to the new way, but I am hoping to wait until hitchance is tweaked and finalized enough so it doesn't have to be done again and again as it is a pretty major headache and nearly impossible to get encounters feeling the same as they did before.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:24 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3