EZ Server

General Category => General Discussion => Topic started by: Aarne on November 29, 2010, 01:40:39 pm



Title: Endurance recovery
Post by: Aarne on November 29, 2010, 01:40:39 pm
Yesterday I noticed my warrior was running out of endurance. The endurance was regen-ing at 45 per tick, but should be much higher than that. Anyone else seeeing endurance problems?


Title: Re: Endurance recovery
Post by: Xiggie | Stone on November 29, 2010, 01:51:58 pm
Probably another cap that was accidentally put back on with the update.


Title: Re: Endurance recovery
Post by: slaughterhaus on November 29, 2010, 05:46:25 pm
My zerker has the same issue and several of the warriors in my guild where complaining of the same thing.  Now the question is, can Hunter modify the source code to handle the new unforeseen side effects of the current code? I don't know how the whole process works yet. I'm hoping he sees this and can pop in and shed some light on the subject.

Deadend


Title: Re: Endurance recovery
Post by: Xiggie | Stone on November 29, 2010, 06:00:19 pm
If it is in fact the cap being accidentally put back on it is highly doubtful that anything will be done about it.


Title: Re: Endurance recovery
Post by: Caryatis on November 29, 2010, 07:06:33 pm
Endurance regen from items is now capped at 15(rev 1718) like live. The AAs to increase this cap now serve a function.


Title: Re: Endurance recovery
Post by: barrettd04 on November 29, 2010, 07:21:30 pm
Endurance regen from items is now capped at 15(rev 1718) like live. The AAs to increase this cap now serve a function.

My question is why are we changing shit to how it is on live?  You know, there is a reason we play on EZ server...


Title: Re: Endurance recovery
Post by: Xiggie | Stone on November 29, 2010, 07:23:26 pm
Endurance regen from items is now capped at 15(rev 1718) like live. The AAs to increase this cap now serve a function.

My question is why are we changing shit to how it is on live?  You know, there is a reason we play on EZ server...

This.


Title: Re: Endurance recovery
Post by: L0stman on November 29, 2010, 07:33:58 pm
My guess is that it is not that EZ is changing to be like Live, its that EZ is staying somewhat up to date on the changes to the underlying EQEMU source code.  The source code is getting updated to be more like live and EZ is dragged along for the ride.

The alternatives to this are:
1.  Not keeping up on source code.  What you see is what you get.  Not really an option.
2.  Finding if these changes can be flagged on/off in the database.  If that is so, then its an easyish fix.  Seriously doubt this is the case every time.
3.  Fork the EQEmu source and change the source code to how we desire it to be.  This is problematic because we would need to keep our changes up to date every-single-time the underlying source is changed.  Easy in the beginning, harder as time goes on.  This would also require us to create compiles for it.
4.  Accept that this will occasionally happen and look for ways to work around it that we can use besides forking the code. 

My guess is that the answer is a little of 2 and 4.  Will take a gander at the source later tonight but its hard to expect anyone to want to fork the code for EZ and then be responsible for maintaining it.  Cannot expect the EMU maintainers to do so so it would have to be one of the admins here or a helpful / trusted hand.


Title: Re: Endurance recovery
Post by: Gnaughty on November 29, 2010, 07:38:43 pm
Well that just sucks big time.


Title: Re: Endurance recovery
Post by: Fugitive on November 29, 2010, 07:55:57 pm
Joy another "Fix"  ^/nod with Gnaughty


Title: Re: Endurance recovery
Post by: L0stman on November 29, 2010, 08:06:03 pm
This one seems like an easy fix for Hunter.

An override was put in:
Code:
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Character:ItemEnduranceRegenCap', '15', 'Endurance cap from items');

An update to it could be as simple as
Code:
 UPDATE 'rule_values' SET rule_value = 9999 WHERE ruleset_id = 1 AND rule_name = 'Character:ItemEnduranceRegenCap' AND rule_value = 15;

This should be all thats necessary to make it similar to how it was before (for endurance).  No code fork needed.


Title: Re: Endurance recovery
Post by: Xiggie | Stone on November 29, 2010, 08:24:42 pm
Yeah, I think the code for haste was posted too. Was just as short.


Title: Re: Endurance recovery
Post by: Gnaughty on November 29, 2010, 08:31:38 pm
Welp lets hope our fearless leader can get r dun.


Title: Re: Endurance recovery
Post by: lerxst2112 on November 29, 2010, 10:16:15 pm

Well, thanks to Secrets and Caryatis the official emu source code will now recognize haste values over 127 on items the next time we update source code.  From there it would be a 1 line change to raise the hardcoded haste cap.  It would be even easier if it was just a database rule, but we're making baby steps. :)


Title: Re: Endurance recovery
Post by: Caryatis on November 29, 2010, 10:50:16 pm
The side nobody seems to talk about either is that over 40 spell effects that were non functional are now functioning, which mean thousands of spells/aas/discs work whereas before they did nothing. Even simple things like Spell Shielding were not functioning. The goal of EqEmu is to emulate live EQ, the goal of custom servers is to have a custom experience, so its up to individual server ops to adjust the stock emu code to suit their servers.

Most epic 2.0(live) had effects in their clicks/focus that were not supported and now every single epic 2.0 works 100%. Players receive alot of boosts through these, but there will be times when broken things get fixed and it works out worse for players but just like any bug, it needs to be fixed.


Title: Re: Endurance recovery
Post by: Xiggie | Stone on November 29, 2010, 11:43:26 pm
Most epic 2.0(live) had effects in their clicks/focus that were not supported and now every single epic 2.0 works 100%.

This is a false statement. Balance of the Tranquil:Reduces the reuse timer of the Innerflame Discipline. That effect is on the 2.0, 2.5, 3.0 and prolly 3.5 and 4.0. This effect does nothing for innerflame or anything else for that matter. Other things may have been fixed but to say that every single epic 2.0 now works 100% is categorically false.


Title: Re: Endurance recovery
Post by: Caryatis on November 30, 2010, 12:34:57 am
rofl, your click effect actually increases your hp so we will call it even. Or I can say 99%, either way you have benefited alot(in player power I mean) from the code updates, so its pretty funny to see guys calling to branch off the main source just because they regen endurance slower now.


Title: Re: Endurance recovery
Post by: Xiggie | Stone on November 30, 2010, 03:24:54 am
Now your making more silly statements. It's not just an endurance regen thing. There is also a reduction in dps that came with the latest update of the source. Before that the haste cap was put back on. Before that there was a change to how ac worked so we were taking more damage. Before that there was a 30% reduction in dps. And the list goes on.

And as for the thing about being even, I think not. A 30 second 15%(?) increase in max hp, (this is not a heal, just max hp) in no way even begins to compare to reducing innerflame from 22 mins to 14 mins. Granted yes, you can continuously click it and keep the buff up it is still something I have to click every 30 seconds. Because of that it will likely be forgotten.

As for keeping up to date with the code, that's great. If I had my choice we would be keeping up to date with the code but not at the expense of customization of the server. If given a choice of either keeping up to date but losing the things we have lost or just not updating so we can keep those things, I choose not updating. We have lost a lot more than we have gained.


Title: Re: Endurance recovery
Post by: Wack on November 30, 2010, 05:10:10 am
ya i saw my endo regen being crappy to ask lost I was bishin the other day =/ new source is good fixes somethings tbh but we just need to fix the few things it broke that we came to love. Will take time one thing at a time I guess.