Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Windows Servers

Support::Windows Servers Support forum for Windows EQEMu users.

Reply
 
Thread Tools Display Modes
  #1  
Old 08-31-2012, 11:19 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
Default

The problem with all of those settings I believe is a result of the mobs not taking into consideration the players level. Mobs flee at different hp percentages based on the players level so just changing the data in the npc table would just make it worse. Not only is it flee percentage and maybe kurns tower is a bad example due to them being undead but the fact that they hit you as if you are the same level or lower level than the mob when in fact you are much higher level means that the problem is not with fleeing or mob damage but actually that the mobs just do not take into consideration what your player level is. Also I have noticed that p99's servers do not have this problem. So obviously nilbog or rogean knows how to fix this.
Reply With Quote
  #2  
Old 08-31-2012, 12:03 PM
chrsschb's Avatar
chrsschb
Dragon
 
Join Date: Nov 2008
Location: GA
Posts: 904
Default

Quote:
Originally Posted by Cowboy6534 View Post
The problem with all of those settings I believe is a result of the mobs not taking into consideration the players level. Mobs flee at different hp percentages based on the players level so just changing the data in the npc table would just make it worse. Not only is it flee percentage and maybe kurns tower is a bad example due to them being undead but the fact that they hit you as if you are the same level or lower level than the mob when in fact you are much higher level means that the problem is not with fleeing or mob damage but actually that the mobs just do not take into consideration what your player level is. Also I have noticed that p99's servers do not have this problem. So obviously nilbog or rogean knows how to fix this.
There's a lot of stuff P99 and SoD admins know how to do that they won't share. Get used to it.
Reply With Quote
  #3  
Old 08-31-2012, 03:47 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Fleeing on EQMac is not an exact percentage, and is certainly a range. I spent a ton of time working on another project using EQMac, and found that NPCs will flee at random percentages, even at the same level. The highest percentage I saw was 32%, the lowest was 3%. These are not estimates, I have access to the exact health percentage of the NPC. It is true that health updates play a part in it, but there are several times when I was fighting a NPC with 9% or 10% health and I felt it should have started fleeing. I hit it again, the update took place, and it fled at 3-5%. Then other times, the NPC fled at a high percentage - same level or at least level range. My project only involved NPCs level 10 and under, and my character was in the same level range. One major problem with EQEmu is that NPCs don't seem to flee as often as they do on Live/EQMac. Though, the rules may be able to help that some.

As for combat, my own parses has shown there is a considerable difference between PC Live and EQMac. Basically, on EQMac the NPCs hit you more often and harder at all levels using toons with comparable stats/equipment. Live is what we are emulating, so that is going to be our model.

I will agree that combat doesn't feel exactly right on EQEmu at the lower levels, although it certainly is closer to Live than EQMac which is intended per our mission statement. At the higher levels however, EQEmu is very accurate I feel at least compared to Live. Parses confirm this. So, the problem isn't that NPCs don't take player level into account (they most certainty do) but rather, our formulas do not scale very well at lower levels.

Yes, undead and a few others on Live are still dumb and will attack you regardless of your level if you are KOS. The only problem with EQEmu in that regard is on Live it seems to be there is a chance it can attack, on EQEmu it always does. This problem also effects Threateningly mobs (they should roll to see if they attack you, not just attack like on EQEmu.) Scowling NPCs that are within your level range always attack on EQEmac and Live (although on EQMac there sometimes is a delay for the update to occur) EQEmu is correct in that regard.
Reply With Quote
  #4  
Old 08-31-2012, 08:25 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

Quote:
they should roll to see if they attack you, not just attack like on EQEmu.
They do. I can't remember if they did before I implemented heroic charisma or not but it is in:

aggro.cpp (320)
Code:
fv == FACTION_THREATENLY && MakeRandomInt(0,99) < THREATENLY_ARRGO_CHANCE - heroicCHA_mod
edit: Although I guess it depends on what the value of THREATENLY_ARRGO_CHANCE is(too lazy to look it up). But the framework is in for randomness.
Reply With Quote
  #5  
Old 08-31-2012, 08:48 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Looks like it is 32:

http://code.google.com/p/projecteqem...G=Search+Trunk

WTF is Arrgo? :P
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #6  
Old 08-31-2012, 09:08 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

For the record, it wasnt me lol. The whole thing is messed up... THREATENLY != threateningly
Reply With Quote
  #7  
Old 08-31-2012, 09:52 PM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
Default

Cavedude when you say higher levels do you mean 90 or 60?

As you can see from the charts I posted that mobs hit you for max more often than all others. So is there a way to add something to hit like random int 0-99, when 0-40 hit min, 41-85 hit avg, 86-99 hit max?

With this in place you could put in rules values which percentage ranges you want to hit for min avg and max or just a true false for people that dont want it on and people that do. Just a thought.
Reply With Quote
  #8  
Old 09-05-2012, 11:07 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

Quote:
Originally Posted by cavedude View Post
As for combat, my own parses has shown there is a considerable difference between PC Live and EQMac. Basically, on EQMac the NPCs hit you more often and harder at all levels using toons with comparable stats/equipment. Live is what we are emulating, so that is going to be our model.
That is because AC Soft Caps changed with the release of SoD I believe. Plate went from 300 AC Soft Cap to 600 and the over cap return was tweaked for all classes too.
Reply With Quote
  #9  
Old 09-06-2012, 09:52 AM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
Default

I found the problem last night and I no longer have this problem on my server. parse graphs for my server reflect what I have posted for live and eqmac...
Reply With Quote
  #10  
Old 09-06-2012, 10:53 AM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

So the options were completely rewrite the emu source or spend a night making changes locally? lol
Reply With Quote
  #11  
Old 09-06-2012, 12:07 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Quote:
Originally Posted by Cowboy6534 View Post
I found the problem last night and I no longer have this problem on my server. parse graphs for my server reflect what I have posted for live and eqmac...
Would you mind sharing what you did? Was it rules as I suggested?
Reply With Quote
  #12  
Old 09-06-2012, 11:10 PM
Cowboy6534
Sarnak
 
Join Date: Jul 2007
Posts: 59
Default

It was a rewrite of the following code that is found in

if(RuleB(Combat, UseIntervalAC))
damage = (max_dmg+eleBane);
else
damage = MakeRandomInt((min_dmg+eleBane),(max_dmg+eleBane)) ;

and not a changing of settings.

Yes cavedude I will share the code with you. I want to make a special case for raid mobs or if you want to do that after I show you the code thats fine. A column to npc_types called isRaid will need to be added to check and see if its a raid target because they operate differently as far as this goes than normal mobs.

Edit: since you know all of the eqemu code better than me you might see a better way to check for raid target than what I suggested with a new column. I was thinking along the lines of the new isQuest column.
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 07:00 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