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Old 01-21-2010, 08:31 AM
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Secrets
Demi-God
 
Join Date: May 2007
Location: b
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Just wanted to mention I made incredible progress on the server yesterday.

- DEX is now a melee critical multiplier, in addition to a melee critical chance booster, up to 26% critical multiplier and critical hit chance.

- Melee revamp; Weapons are now 18 delay for 2handers, 36 delay for 1handers. Damage is now useless on weapons, instead, they are replaced by strength. Since strength is melee damage, it seems silly to add two statistics to a weapon that do the same thing. Haste can still affect these delays, up to 100% of the base value of delay. Existing weapons had strength added to them, to balance out the fact that weapons do not have damage anymore. The number of strength added to weapons is damage / 2, so if your weapon had 9 damage, it is now 4.5 strength, which rounds up to 5 strength.

- Melee damage increased for pure melee. Warriors, Monks, Rogues, and Berserkers all fit under this category. Warriors are significantly better in raw melee damage output than Monks, Rogues, and Berserkers.

- Healers are revamped slightly. Hybrids heals should be considerably weaker than pure healers such as druids, shamans, and clerics. Clerics should be considerably better than druids or shamans, however.

- Disciplines are added in-game. These give raw statistics in addition to your weapon damage, and any purchased AA statistics. Depending on your class, you may or may not have disciplines. Bards and Beastlords do not, while all the other hybrids and pure melee do. Warriors contain two disciplines, one for a small DPS increase, one for tanking. Monks receive a balanced discipline granting 75 to all melee/tanking statistics, minus stamina. Rogues receive an increase to STR, DEX, and AGI, being the master thieves that they are. Berserkers receive a massive 200 STR output. Paladins and Shadowknights gain WIS and INT respecively on their disciplines in addition to strength and dexterity.

- Riposte chance is fixed, there was an issue where it was calculating AGI, and an else if statement where it should have been if, I really hate these bugs, but they got fixed. If your dex is higher than your AGI, you will parry, if your dex is lower than your agi, you will riposte. (this is subject to change.)

- In addition to pure healers getting a boost, all heals in general were boosted by 125%. This should make heals worth it, where as before they were doing 1% a heal at the beginning levels with default HP, they are now doing 2-4%. (this is a hybrid casting on itself. pure healers are closer to 4-6% health a heal. )

- Wizards are now significantly better than all other casters in terms of DD nukes. (200% compared to 100% if you want a statistic.) Wizards also got a third nuke, on a fast re-cast time. Enchanters' single DoT now does 300% damage, as it is their only form of damage other than charming, pets, or melee.

- Cleric/Paladin Yaulp changed to 25 STR increase.

- Grim Aura (SK Spell) now increases damage output by 5%.

More to come as I remember them.
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  #2  
Old 01-21-2010, 04:22 PM
Clipz
Fire Beetle
 
Join Date: Mar 2009
Location: Sweden
Posts: 2
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Very interesting server

I've tried it out and i like your idea!
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  #3  
Old 01-22-2010, 07:27 AM
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Secrets
Demi-God
 
Join Date: May 2007
Location: b
Posts: 1,449
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New updates today:

- AC is converted into HP because AC was useless. Whenever you get an item with AC on it, it converts it to HP and even shows on the character sheet in-game, when you zone in, equip an item, #mystats, any time.

- More tweaks to NPC heals, and heals in general. Since clerics get the only heal over time, DoT heals should be doing considerably more healing, and as a result puts clerics back on top.

- #refundaa now resets all AA points gained to 0, your stats to 75, and now actually refunds them to the playerprofile for redistribution. I also removed some checks because it seems that the aapoints_spent gets reset every time you zone, which makes sense with the old AA system, it's just a confusing name in the struct.

- NPCs now cast spells. These spells are class dependant and are the same exact spells players cast, discs included.

- NPCs should no longer go invisible, in addition to the aforementioned spells.

- If anyone is interested in any of this code for their own servers, please let me know in a PM. I would be flattered to share any tidbit of code with you.
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