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

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 11-14-2012, 06:56 PM
Furniture
Hill Giant
 
Join Date: Aug 2012
Posts: 205
Default

Here is some parsing info:

I parsed a few different levels, 1-50 and found identical results.

Heres an example, a lvl 26 max defense character vs a white con lvl 26 warrior mob, on all values i parsed for a while until the data was rarely changing after time, my consistent results leads me to believe I have parsed for a significant amount of time


Quote:
Ungeared: AC - 323 Mitigation - 11
AVG Hit from mob - 37
Max Hit from mob - 52
Quote:
Full set of banded: AC - 466 Mitigation - 154
AVG Hit from mob - 25
Max Hit from mob - 52
Quote:
Full set of fine plate: AC - 537 Mitigation - 225
AVG Hit from mob - 24
Max Hit from mob - 52

As you can see, there was no significant damage mitigation increase from 154 mitigation to 225 mitigation, but there was a significant increase from 11 to 154.

What could be the cause?
Reply With Quote
  #2  
Old 06-18-2013, 02:37 PM
Goryani
Fire Beetle
 
Join Date: Jan 2011
Posts: 1
Default

Quote:
Originally Posted by Furniture View Post
Here is some parsing info:

I parsed a few different levels, 1-50 and found identical results.

Heres an example, a lvl 26 max defense character vs a white con lvl 26 warrior mob, on all values i parsed for a while until the data was rarely changing after time, my consistent results leads me to believe I have parsed for a significant amount of time


Ungeared: AC - 323 Mitigation - 11
AVG Hit from mob - 37
Max Hit from mob - 52

Full set of banded: AC - 466 Mitigation - 154
AVG Hit from mob - 25
Max Hit from mob - 52

Full set of fine plate: AC - 537 Mitigation - 225
AVG Hit from mob - 24
Max Hit from mob - 52


As you can see, there was no significant damage mitigation increase from 154 mitigation to 225 mitigation, but there was a significant increase from 11 to 154.

What could be the cause?
Unfortunately, these results are not sufficient to determine if any problem exists.

Due to the way the D20 system works, infinite AC should result in an average damage per hit around the 4th DI interval. No min hit is listed but a mob that hits for 52 max and average of below 32 should have a min hit around 14. That would put DI = 2. The 4th DI would be ~18 damage. Therefore, infinite AC should result in an average hit of 18.

Mitigation is subject to diminishing returns (and not just because of any softcaps). A min hit can't be mitigated any lower. Extra AC has zero effect on min hits at the old AC value. It doesn't seem unreasonable that banded is already well into diminishing returns territory. The test needs to be repeated with leather and silk equivalent. It also needs to be repeated for upgrading more than the 7 slots covered by banded/fine plate.

Quote:
Originally Posted by Furniture View Post
I do admit I did exaggerate a bit, but the parse clearly shows in its current state trivial mitigation between banded and fine plate and to me that is definitely a huge flaw. Perhaps the issue all along was the STR of the mobs being too high, I will test and see how it goes, thanks.
A 4-5% increase in mitigation is not trivial. It's actually quite large. How many extra swings does it take to kill the fine plate geared toon compared to the banded toon? How much time is that?
Reply With Quote
  #3  
Old 07-10-2013, 11:14 AM
Furniture
Hill Giant
 
Join Date: Aug 2012
Posts: 205
Default

Quote:
Originally Posted by Goryani View Post

Due to the way the D20 system works, infinite AC should result in an average damage per hit around the 4th DI interval. No min hit is listed but a mob that hits for 52 max and average of below 32 should have a min hit around 14. That would put DI = 2. The 4th DI would be ~18 damage. Therefore, infinite AC should result in an average hit of 18.

Mitigation is subject to diminishing returns (and not just because of any softcaps). A min hit can't be mitigated any lower. Extra AC has zero effect on min hits at the old AC value. It doesn't seem unreasonable that banded is already well into diminishing returns territory. The test needs to be repeated with leather and silk equivalent. It also needs to be repeated for upgrading more than the 7 slots covered by banded/fine plate.



A 4-5% increase in mitigation is not trivial. It's actually quite large. How many extra swings does it take to kill the fine plate geared toon compared to the banded toon? How much time is that?
While this seems like it would be correct, when you actually add in absurd amounts of AC directly, mitigation is reduced to the first interval 100% of the time.


The way I've dealt with this whole thing which works quite well, is by adding a bonus to the amount of AC. At varying levels of increased AC, there is significant mitigation differences between armor sets.
Reply With Quote
  #4  
Old 07-10-2013, 10:59 PM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
Default

Quote:
While this makes sense, when increasing or decreasing a mobs strength by large amounts, I have seen absolutely 0 change in mitigation.
Quote:
It seems to work pretty well for client attacks though
I'd expect this outcome if you changed an NPC's stats without doing a #repop.
Reply With Quote
  #5  
Old 02-23-2014, 11:26 PM
wtbmacestun
Fire Beetle
 
Join Date: Mar 2010
Posts: 16
Default

I have a copy of the code kegz used to fix ac on his server if anyone is interested.

Actually I found it in his github as well. Here you go

https://github.com/epicemu/Server/bl...one/attack.cpp

Code:
if(RuleB(Combat, UseIntervalAC)) {			
			//int8 leveldif = ((other->GetLevel()) - (this->GetLevel())); // //AC Damage Reduction Level Diff - Kegz @ EpicEmu.com
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f)); //AC Damage Reduction - Kegz @ EpicEmu.com
		}
		else {
			//float acdiv2 = 0.25;
			//int otherac = other->GetAC();
			//damage = ((max_dmg+eleBane) - (otherac * acdiv2/100.0f));
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f));
		}		

		//check if we're hitting above our max or below it.
		if((min_dmg+eleBane) != 0 && damage < (min_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is below min (%d). Setting to min.", damage, (min_dmg+eleBane));
		    //damage = (min_dmg+eleBane);
			damage = ((min_dmg+eleBane) - (otherac * acdiv/100.0f));
		}
		if((max_dmg+eleBane) != 0 && damage > (max_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
		    //damage = (max_dmg+eleBane);
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f));
		}
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 06:02 PM.


 

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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3