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Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days. |

04-23-2003, 12:19 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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Aye, until 20 you have a chance to hit for 1 with a weapon in mainhand, after 20 it's 1+damage bonus for minimum damage you can hit for.
Casters and priests don't get damage bonuses at all of course.
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04-23-2003, 12:32 PM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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I'm seeing level 28 as the crossing over level for any damage bonuses based on weapon, level, etc.
Here is more spam to support my theories. I will continue to verify them.
EDIT: removed Graal the Dorf's quote - putting in Sylvan's quote, the original writer of the AGI sequence. His work is more accurate to EQLive.
Quote:
Originally Posted by Sylvan, a wonderful fellow I found on Magelo
Level ..... -- 40+:20-39:7-19:1-6
---------------------------------
Agi 1...... ---24 :-24 :-24 :-24
Agi 2-3.... ---23 :-23 :-23 :-23
----------SNIP-----------------
Agi 36..... -- -2 : -2 : -2 : -2
Agi 37-38.. -- -1 : -1 : -1 : -1
Agi 39-65.. -- 00 : 00 : 00 : 00
Agi 66-70.. -- 01 : 01 : 01 : 01
Agi 71-74.. -- 05 : 05 : 05 : 05
Agi 75..... -- 39 : 33 : 23 : 09
Agi 76-79.. -- 40 : 33 : 23 : 10
Agi 80..... -- 41 : 34 : 24 : 11
Agi 81-85.. -- 42 : 35 : 25 : 12
Agi 86-90.. -- 42 : 36 : 26 : 12
Agi 91-95.. -- 43 : 36 : 26 : 13
Agi 96-99.. -- 44 : 37 : 27 : 14
Agi 100.... -- 45 : 38 : 28 : 15
Agi 101-105 -- 45 : 39 : 29 : 15
Agi 106-110 -- 46 : 39 : 29 : 16
Agi 111-115 -- 47 : 40 : 30 : 17
Agi 116-119 -- 47 : 41 : 31 : 17
Agi 120.... -- 48 : 42 : 32 : 18
Agi 121-125 -- 49 : 42 : 32 : 19
Agi 126-130 -- 50 : 43 : 33 : 20
Agi 131-135 -- 50 : 44 : 34 : 20
Agi 136-139 -- 51 : 44 : 34 : 21
Agi 140.... -- 52 : 45 : 35 : 22
Agi 141-145 -- 53 : 46 : 36 : 23
Agi 146-150 -- 53 : 47 : 37 : 23
Agi 151-155 -- 54 : 47 : 37 : 24
Agi 156-159 -- 55 : 48 : 38 : 25
Agi 160.... -- 56 : 49 : 39 : 26
Agi 161-165 -- 56 : 50 : 40 : 26
Agi 166-170 -- 57 : 50 : 40 : 27
Agi 171-175 -- 58 : 51 : 41 : 28
Agi 176-179 -- 58 : 52 : 42 : 28
Agi 180.... -- 59 : 53 : 43 : 29
Agi 181-185 -- 60 : 53 : 43 : 30
Agi 186-190 -- 61 : 54 : 44 : 31
Agi 191-195 -- 61 : 55 : 45 : 31
Agi 196-199 -- 62 : 55 : 45 : 32
Agi 200-219 -- 63 : 56 : 46 : 33
Agi 220-239 -- 64 : 57 : 47 : 34
Agi 240-255 -- 65 : 58 : 48 : 35
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Here are some AGI bonuses based on level and AGI... More to come. I'll try to collect every chunk of combat code I can. I want that sequence to be flawless.
__________________
It's never too late to be something great.
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04-23-2003, 12:34 PM
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Hill Giant
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Join Date: Apr 2003
Posts: 125
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killspree is right, there is alway the spot where your damage actually starts increasing to some extent for melee. It's in the range 20-25. I seem to remember 24th lvl on my SK, but that was back in early 2000.
Additionally, my parsing shows similar numbers for me hitting mobs for percent hits. I always hit around 60% (+/- a few percent) on normal xp mobs. I'll see if I can drag up some old logfiles to parse to verify.
--
VetoEQ
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04-23-2003, 12:38 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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Hmm yeah, it may be 28...I just remembered it being a level in the 20s where damage bonus began.
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04-23-2003, 12:44 PM
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Hill Giant
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Join Date: Apr 2003
Posts: 125
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Okay, maybe not 20-25...maybe ->> 28 <<- =)
It might have once been earlier than that (i.e. orig EQ)
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04-23-2003, 02:17 PM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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Hitpoints calculated thanks to Maurice of Magelo
Natural durability AA increases HP by 2%, 5%, or 7%.
I think possible ND values for the following equation are 1, 1.02, 1.05, 1.07. If the AA of Natural Durability is 0, the ND value is 1, for 100%. If the AA of Natural Durability is 1, the ND value is 1.02, for 102%. If Natural Durability AA is 2, the ND value is 1.05, for 105%. If Natural Durability AA is 3, the ND value is 1.07, for 107%.
A quick way to figure it out is: Assume NatDurAAvalue is the shown value of the AA Natural durability in the inventory in the client.
Their ND value is equal to the equation below.
ND = TRUNC [100+2.5*NatDurAAvalue] / 100
Quote:
Originally Posted by Maurice
HP = TRUNC[ 5 x ND ] + TRUNC [ Lvl x LM x ND ] + TRUNC [ TRUNC [ ( STA - TRUNC [(STA-255)/2] ) x Lvl x LM / 300 ] x ND ]
Where the ND is the multiplier bonus they use (Natural Durability, Physical Enhancement, etc ...) and where the term TRUNC [(STA-255)/2] is always 0 or greater (i.e. when STA is below 255, it is considered equal to 0). LM is a class and level dependent multiplier as indicated below:
What is known so far:
Monk, Rogue, Beastlord and Bard:
Level 1-50: Levelmultiplier = 18
Level 51-57: Levelmultiplier = 19
Level 58-65: Levelmultiplier = 20
Cleric, Druid, Shaman:
Level 1-65: Levelmultiplier = 15
Magician, Necromancer, Enchanter and Wizard:
Level 1-65: Levelmultiplier = 12
Ranger:
Level 1-57: Levelmultiplier = 20
Level 58-65: Levelmultiplier = 21
Shadowknight and Paladin:
Level 1-34: Levelmultiplier = 21
Level 35-44: Levelmultiplier = 22
Level 45-50: Levelmultiplier = 23
Level 51-55: Levelmultiplier = 24
Level 56-59: Levelmultiplier = 25
Level 60-65: Levelmultiplier = 26
Warrior:
Level 1-19: Levelmultiplier = 22
Level 20-29: Levelmultiplier = 23
Level 30-39: Levelmultiplier = 25
Level 40-52: Levelmultiplier = 27
Level 53-56: Levelmultiplier = 28
Level 57-59: Levelmultiplier = 29
Level 60-65: Levelmultiplier = 30
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It's never too late to be something great.
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04-28-2003, 07:01 AM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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Quote:
Originally Posted by Iagoe
I changed my assumptions around a bit. Assuming that Verant didn't use any of the rounding functions available in C++ and just used integer math, I believe this is the table you would get:
Weapon Haste New With
delay needed delay Shissar
40 91 20 25%
35 95 17 29%
30 88 15 22%
29 94 14 28%
28 87 14 21%
27 93 13 27%
26 86 13 20%
25 93 12 27%
24 85 12 19%
23 92 11 26%
22 84 11 18%
21 92 10 26%
20 82 10 16%
19 91 9 25%
18 81 9 15%
17 90 8 24%
16 78 8 12%
15 88 7 22%
14 76 7 10%
13 86 6 20%
Most interesting is the 16 delay value. That implys that a level 60 monk with his epic can reach maximum haste on his fists with just shissar and a hangman's noose.
I'm assuming here that haste is stored as an integer and the haste modified weapon delay is always an integer. My guess for the formula to calculate new haste is:
INT((100 * delay) / (100 + haste))
Where:
INT is a function that drops all decimals places.
delay is the weapon's unmodified delay
haste is the haste value as an integer, 0 to 100.
Again, I'm not sure if this is how EQ is written. It would be an easy way to do it. Certainly EQ could store all values as floating point numbers and use a proper round function for better accuracy. I'm simply proposing that if EQ uses just integer math then there really isn't a need for 40% haste items at high level.
Anyone have more information on what the haste cap is below level 60?
Yours in science,
Iagoe the gnumber gnowing gnome.
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Don't know what haste has been mentioned/programmed before, but there we are - haste equation.
I'm pretty sure that slow will work with negative percents being added (subtracting percents for those who forget how to add a negative), and that the equation should hold up the same way.
The guy has a suitable formula, and no complaints or outliers have been found, so I think he hit the nail on the head. I assume we'll have 1 or 2 delay errors, but I'm willing to live with that.
__________________
It's never too late to be something great.
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05-03-2003, 12:26 PM
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Fire Beetle
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Join Date: May 2003
Posts: 8
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I'm not a number cruncher by nature, though I do understand your equations. Creating them, well...  I'll try to help where I can, based on my last four years of experience with my monk.
First off, at least level 51+ (and I suspect the vast majority of dmg equations on monkly-business is *for* this area), monks are on an entirely different damage table from all the other classes. Most of the damage tables on mb were created so that monks could figure out their tables, so I suspect this is why your equations, designed for that level/skilllevel, don't jive.
I am not entire sure you can eschew level completely from the equation. I believe you will need to end making two equations to be accurate, one for 50 and below, the other for 51-65, and include a check for level. I know the monk's damage changes based on level there, and *not* skill.
Another thing to consider in your equations, and this may be affecting some of your error, is duel wielding. Primary and secondary weapons do not get the same damage output. There is a primary hand bonus to all weapons. The secondary weapons, however, either do not have a damage bonues applied or have a miniscule one. Try structuring the equations with this to model damage, and see if that doesn't yield a more accurate result.
I've created a spreadsheet to keep some data. As a middle-level raiding guild, I see a fair amount of action against mobs like SoRZ, CT, Tormax, ToV, etc. I'm going to keep tabs on min/max damage given and received, and keep tabs on the AC and ATK at the time (as possible... the last part may prove more difficult to do then say).
Grummet
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05-03-2003, 12:49 PM
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Fire Beetle
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Join Date: May 2003
Posts: 8
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Re: Haste
I am not sure I am following the table you posted. I understand the first column is the weapon delay, but the second the total haste, the third the weapon delay after haste, and the fourth the item haste needed on top of shissar? Assuming that, his data is incorrect.
Regardless, from my own extensive parsing and others (namely monks at monkly-business), the guy's equation is incorrect. Using it, for example a 40 haste item on a 16 delay weapon, you would get a delay of 11.42, rounding to 11, which is incorrect. The delay, as calcuated out, should be 12.8.
The haste percentage is actually run a counterintuitive way. 100% haste is what is needed to halve the delay. Based off that, then you can easily make a calculation for the delay, one which has been held up in actual parsing. The error I've noted across a variety of weapons is only .4, but usually it's right on or .1; I attribute this to not understanding how the game rounds the numbers.
Hasted Dly = WeapDLY - ((WeapDLY/2)*PercentHaste)
I am not entirely sure where the INT value should be applied, or even if it should at all. There is no reason why the program cannot handle tenths of a delay, is there? Regardless, I feel confident that that equation will hold up under testing within a small error (for any possible rounding, only). Try it... to get a slow, merely use a negative value for percent haste, and that will yield the necessary increase in speed. Coding wise, you need to just make sure there is a trigger for spell haste to be bypassed during the duration of a slow if a slow lands. Of course, that does necessitate an accurate delay for every mob in the database, nothing which a dedicate core of parsers can't find.
Grummet
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05-04-2003, 12:52 AM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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Thanks for the input buddy! I read most of the MB damage stuff. They have a lot of useful info. As for damage tables being all different, I wouldn't say that I agree yet, but I'm continuing to research and post until we have something that works.
I do think that my kick and flying kick are pretty damn close.
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It's never too late to be something great.
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05-04-2003, 11:42 AM
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Fire Beetle
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Join Date: May 2003
Posts: 8
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I reread my post, and I realize I said something that isn't clear to myself.
When I mean different damage table, I don't mean different equations, but rather different bonuses, much like you did with the kick/lflying kick equation. Monkey with that and see if it doesn't help model the numbers more accurately.
Grummet
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05-04-2003, 03:52 PM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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Grummet, regarding offhand and primary damage bonuses, I agree completely. Offhand is 1 base damage bonus, unaffected by anything, obtained at some level near 28ish. Primary is fluctuating. My kick and flying kick equations only assume (a hypothesis) that there is a damage bonus of some kind similar to the standard weapons. Essentially, the "kick" weapon is used, or the "flying kick" weapon. I assume "kick", which has a really low minimum hit, is based off the "offhand" model. But flying kick is somehow on another damage bonus. I don't know them, as I never played high enough on a monk to get flying kick. If you can offer insight into how damage bonus is found, I could use that. The log I DID obtain has a minimum kick of 47, which puts weapon damage bonus of the "flying kick" weapon at 46, with an offhand bonus of 1 added. So if the mob totally tanks the hit, it still gets 47 of that damage at level 59 monk.
__________________
It's never too late to be something great.
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05-05-2003, 12:49 PM
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Hill Giant
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Join Date: Feb 2002
Location: Area 51
Posts: 157
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http://pub148.ezboard.com/fpaladinso...picID=52.topic
Found this and thought it might be an interesting read.
check out the link in the first message, then continue reading the debate. Someone did a lot of work parsing out logs to find this info. 
__________________
They say verbal insults hurt more then physical pain. They are of course wrong, as you will soon find out when I put this toasting fork in your head.
Blackadder
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05-05-2003, 03:30 PM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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We already built this into our equations  Thanks for the link, though.
Our calculator SHOULD be more accurate than the one posted there. It also has more functions, such as 2H weapon large delay damage bonuses. Everyone will be very excited when we're done with AC and can finally show that we're not wasting time.
__________________
It's never too late to be something great.
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05-05-2003, 03:55 PM
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Fire Beetle
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Join Date: May 2003
Posts: 8
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Re: Kicks
Got a long session tonight... I'll log the battles for you (62 monk), and let you go to town with it.
Grummet
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