Go Back   EQEmulator Home > EQEmulator Forums > Support > Spell Support

Spell Support Broken Spells? Want them Fixed? Request it here.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-06-2009, 12:49 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

100% chance to proc + 400% bonus chance to proc. Other than the haste changes it should be functionally identical in regards to spells with mods.
Reply With Quote
  #2  
Old 06-06-2009, 02:52 PM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by KLS View Post
100% chance to proc + 400% bonus chance to proc.
Which equals 500%, or a 5x chance to proc instead of 4x. Are we sure that's how it should be done? If it was, I would think we could just add 100 to each calculation (which it seems like may be done, even with the check for 0 in spell_effects.cpp).

From the PEQ Forums:
Quote:
So for BL pets, they will proc 1.5x as much as a normal character with their stats would with that proc (BL pet buffs have a mod of 150...), spirit of puma willl proc 4x more, etc
The only other real info I've been able to find is on Allakhazam. It doesn't have any real concrete info:

Link
[QUOTE]With no extensions this shamys proc spell on the pet procs 3 to 4 times and some times as much as 5 times. On my big shamy with max buff duration AA
__________________
GM-Impossible of 'A work in progress'
A non-legit PEQ DB server
How to create your own non-legit server

My Contributions to the Wiki
Reply With Quote
  #3  
Old 06-06-2009, 03:04 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Here's the formula I got from the theory crafters at eqoutrider.

ppm = 2 * (100 + procratemod + worn combat effects + WA modifier)/100

so assuming you have no aas or combat effects for that 400 mod spell:

2 * (100 + 400) / 100

I mean the way you're talking about there would be situations where x > 0 && x < 100 where a proc bonus would be detrimental.
Reply With Quote
  #4  
Old 06-06-2009, 11:37 PM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by KLS View Post
I mean the way you're talking about there would be situations where x > 0 && x < 100 where a proc bonus would be detrimental.
I guess that's the idea. Basically, it's a percentage (or rather divided by 100 it's a percentage), with an exception where !(x > 0). That way, you could have a spell with an insanely awesome proc (think Cazic Touch as the effect), but only has a 1% chance of the normal probability to proc (so a mod value of 1). Realistically though, there aren't currently any base2 values between 1 & 100, it just leaves open the possibility for customization while keeping it simple.

However, based on that formula, it sounds like the calculations should be right.
__________________
GM-Impossible of 'A work in progress'
A non-legit PEQ DB server
How to create your own non-legit server

My Contributions to the Wiki
Reply With Quote
  #5  
Old 06-07-2009, 03:28 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Well I mean they've parsed it to be a correct formula. And you could still use a negative modifier to make things proc less under it. Unless we have everything unsigned but we can prolly change that.
Reply With Quote
Reply


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 07:44 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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3