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  #1  
Old 01-26-2010, 07:15 PM
tacohat
Fire Beetle
 
Join Date: Jan 2008
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Hitpoints seem to be totally messed up right now.. I am stuck at around 23% life when maximum. Then I get knocked unconscious and stay that way until they beat me waay negative.
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  #2  
Old 01-26-2010, 07:19 PM
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Secrets
Demi-God
 
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Quote:
Originally Posted by tacohat View Post
Hitpoints seem to be totally messed up right now.. I am stuck at around 23% life when maximum. Then I get knocked unconscious and stay that way until they beat me waay negative.
Haven't had a chance to try the new build on the test server but I hopefully have it resolved on SVN.
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  #3  
Old 01-26-2010, 07:30 PM
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Secrets
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new build is live, should reslove the issue with HP. I'll be looking into plans and a direction for the codebase soon, but for now it'll stay up.
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  #4  
Old 01-26-2010, 08:12 PM
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Secrets
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down really quick. forgot to add stats back to items. should considerably help you all with your mob killings.

edit: it's back up

Last edited by Secrets; 01-26-2010 at 08:20 PM..
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  #5  
Old 01-27-2010, 02:04 PM
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Secrets
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Down again, upgrading the box's to support at least 50 dynamic zoneservers, since its starting to get a tiny bit of population and the 15 zoneservers it was running is not nearly enough.

42.3% done, 4:16 to go, 36.28 MB/s as of this message. My host is migrating the filesystem over.

Also updated the revision to EQEmu 1181, to try out some of the new stuff Trevius has worked on with random pathing. Thanks, Trevius!

edit: it's back up!

Last edited by Secrets; 01-27-2010 at 02:21 PM..
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  #6  
Old 01-28-2010, 02:07 AM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
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I will definitly check out your server, If you need help with content lemme know ive ran a few servers in my time
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  #7  
Old 01-31-2010, 02:03 AM
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Secrets
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Added STA = mitigation into the code today. 25% Mitigation is the cap @ 2000 STA.

Pets fixed for pet classes, they now inherit stats as different stats from their owner.

Also added PVP support for anyone using this codebase that would like to make a PVP server running it. It actually has good PVP potential from what I can tell due to the mechanics tested on NPCs. I haven't honestly tested mechanics on PC versus PC combat, but it should work exactly the same as NPC versus PC combat seeing as the NPCs use the same formulas, but not the same calculations for HP. That should actually unintentionally leave people on an equal playing ground.

In with the PVP code support comes an EXP gain for PVP, kill player, and if they are not from the same IP address as the killer you will receive experience. The experience gained is equal to 1 AA point, which can be used for statistics on the server, and yes, it still caps out at 425 AA points, just PVP is another way for people to get AA faster. I've always felt like PVP should have rewards in EQ, instead of mindless slaughter of people.

As an FYI, the code *can* be modified to add PVP rewards for a killer's group, etc, as long as they are not from the same IP if someone wanted to/has enough knowledge to. So if someone wanted to add LDON merchants with PVP rewards and make a pvp points system they could if they know the code well enough. Something like that would be great for VZTZ if they ever wanted to remove item loot.

Also damage mitigation on PVP is less for melee than it is spellcasters. This is to compensate spellcasters for already overpowered melee.

I'm personally not hosting a PVP server myself btw, this is just code available for anyone to use.
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