Welcome, Guest. Please login or register.
Did you miss your activation email?
May 09, 2024, 12:29:56 pm *

Login with username, password and session length
  Show Posts
Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 47
76  General Category / General Discussion / Re: Sleeper's Tomb Issues on: March 04, 2020, 10:40:24 am
Not trying to play devil's advocate here Serra, but I think there are a few inconsistencies with a few claims in your post and I just want to address them.

Also the bosses pop rate in T10 is just as insanely rare as the GSS. You can kill all the ones that should spawn like Den Mother and she will never show. Same goes with the bandit boss by teleport. It makes the game totally not enjoyable..

The boss rates for bosses seems normal to me, the Den Mother has always been rare as fuck to spawn but if you focus on killing the basilisks in the zone she'll pop eventually.  You just have to be careful when pulling the whole orc camp that you target and kill the basilisks first and don't just kill all the mobs indiscriminately, killing jugs or stormbringer/shm orcs before all the basilisk are down is going to screw your chances of spawning the Den Mother if one of those types pops their associated named mob.  Also, it's not just the basilisks in the cave, there's a big concentration of them up in the northeast part of the zone and a bunch of single ones strewn throughout the zone that can all spawn her so make sure if you are focusing on her those are the ones you hit.  Sarnak bosses are rare too, because there are only 2 bosses there as opposed to 3 in the other two faction camps and one of the 2 can ONLY be triggered between 9pm and 6am game time off of a specific mob type that may or may not spawn at 9pm randomly...generally you get between 0-5 ph mobs to try to spawn it and they don't respawn with the rest, they only spawn when night is triggered and only once per day cycle.  Sharpclaw on the other hand is a fucking joke now and easily the biggest reason anyone would want to set up an afk macro to farm it.  You run through an active portal and have an infinitesimally small chance to spawn him, the active portal changes every 15 minutes.  You can set up your entire raid out of port range of the portal, send all of your toons through it 1 by 1 in 3 second intervals with them all triggering the spawn chance, coh them back and rinse repeat for hours before you see him spawn.  It used to be far more common to spawn him, now it's just fucking pointless to bother once you have the soul quest done on your main tank, this I wholeheartedly agree with you on.

Don't even get me started with Kerafyrn herself. The adds are so overpowered that survival is not even possible. And the fact that Kerafyrn consistent drops absolute JUNK even compared to the 4 keepers is ridiculous. No GSS not even ess, just 1 bags of plat and a rose. Its like an insult. It is kind of making T10.5 the same as the Kerafyrn encounter that doomed SOE who had absolutely no loot on her.

Kerafym is completely doable with the additional add per health trigger, she always spawned one add 4 different times and now she spawns 2 adds 4 different times.  She may not be doable the way she was before when people were pulling her out of range of the spawned adds and negating them, but the adds were always intended to be part of the encounter.  And when she spawned 1 add per health trigger instead of two, it was probably pretty easy to just burn the fuck out of her and kill her fast then deal with 4 adds...dealing with 8 adds might require a different strategy.  Protip, you won't damage her unless you have a bane weapon in your hand so it's easy to swap in your UW and burn the adds as soon as they spawn, then toggle your bane weapon back in and whittle her down to the next add spawn...rinse/repeat as needed.  I will agree with you that her loot is fucking horseshit for the effort involved in spawning her, let alone killing her.  She's far too rare to spawn off the warder kills and far too easy to trigger by cycling instances nonstop killing the two warders that are always up.  I'd much prefer that she's triggered as soon as all 4 warders die, requiring you to clear through the zone and spawning the two triggered warders before she'll show up, but clearing through and spawning them so all 4 warders are up when you get to the end means you WILL spawn her upon the death of all 4.

I also prefer the idea of a lesser keying requirement for the zone, personally I don't think it should require UA at all at this point but it should require the completion of the Mythical Hammer quest.  If the concern is higher drop rates of GSS means an increase in how fast UA enters the world because of how incredibly powerful it makes a character, then require the flag to be ally to all 3 T10 factions and completing the Mythical Hammer quest so that the character is able to make UA but needs to farm GSS to do so.  If someone wants to take a bunch of undergeared toons into a zone and try their luck, let them have a go at it...if they find they need to backfarm UA for their warrior they can go back to T10 and do so.  The entire progression of EZ has historically been one that doesn't impose hard limits on working your way through...you aren't required to farm ultimate charms or subsequent upgrades to play in zones, you aren't required to farm Ultimate Weapons to progress, the progression points determine how viable the content is power wise and it's up to the player to determine whether or not they are able to do it with the resources they have or if they need to flesh out their gear more.  If I'm able to do T10 in my Orc Armored, ucv2 (not even 3) warrior rocking one UW and a bunch of toons with strike augs, why not let me progress after I've done all the faction required farming in T10?  To complete T10 you have to kill somewhere between 12k and 15k specific mobs for 3 different factions, spawn enough bosses to make the armor pieces for your raid, and along the way kill 1k randomly spawned plagueborne mobs while looting 6 rare drop pieces of the Mythical Hammer quest on each toon, isn't that enough of a grind?  I appreciate the keying process being difficult, but it seems a bit excessive at this point.
77  General Category / General Discussion / Re: Sleeper's Tomb Issues on: March 03, 2020, 05:05:10 pm
Dropping a tangible data point here regarding GSS drop rate in T10, I dusted off my T10 flagged, no faction done mage to use as a coh bot in sleeper and started powering him through T10.  I ran him from dubious to ally in one faction and got boots done on another faction and haven't seen a GSS, but I have seen enough hammer pieces to make 1.5 hammers and got 3 gsoa.

Concrete numbers, since last night:
13,732 mobs killed
232 plagueborn spawned/killed
3 gsoa
0 GSS

Let's say for the sake of argument that I've been unlucky with the GSS drops and for every toon you flag ally to a faction you're going to average a GSS drop...3 armor factions = 3 GSS drops.  Ignoring that each character is going to farm the mythical hammer parts. take that rate and then multiply it by the number of toons that you are running (12-18+?) and factor in that all your toons are working factions together...so you'd have to run all 3 factions from dubious to ally [number of toons you are running] times JUST to flag for sleepers.  Not judging whether this is feasible, intended or unwarranted, just offering the data I have observed.
78  General Category / General Discussion / Re: Sleeper's Tomb Issues on: February 27, 2020, 11:50:06 am
Side note, it looks like the rewards on the Zeix encounter are commensurate with the level of effort required to beat it, I like that it requires effort but also rewards are set accordingly.
79  General Category / General Discussion / Re: Sleeper's Tomb Issues on: February 27, 2020, 11:37:07 am
Can Zeix and Tjud spawns be set to unique spawns?  The recent power up they've received make killing multiple spawns of them incredibly annoying, single fights they are doable but with the added pet type spawns and Sleeper Guardians it's not worth bothering with them if there are more than 1 or 2 of them up.  This is moreso a problem with Zeix than Tjud, when you spawn a Tjud you can mostly avoid any of his trigger mobs and not have to worry about spawning more but with Zeix there is no way to avoid 20 placeholders on the clear down if you spawn him early in the clear.  I'd wager that I average 3 Zeix spawns per clear and 1 Tjud every 3 clears, flagging them as unique spawns lets you just keep clearing knowing only one of the mobs will be up when you get to it.  I suppose the other option is to insert a coh bot toon just to skip ahead as soon as you pop a Zeix, but at a cost of 3 GSS just to get into the zone, it's hard to justify.
80  General Category / Quest and Guides / Re: Shield of Ages builder on: February 21, 2020, 11:04:08 pm
Already went through and tweaked some things, will tweak more as I encounter issues...feedback would help if anyone has any to offer.  Current share link should always reflect the most current version.
81  General Category / Quest and Guides / Shield of Ages builder on: February 21, 2020, 07:23:26 pm
Recently I've decided to start making SoAs for all my gimp off toons and the only reason it's taken me this long to do it is all of the damn clicking.  I figured this would be a viable target for a new macro, so I worked my way through combines from the template to maxed SoA.  One item of note, I put my magic box in the last bag slot because I don't want shit filling it when I need to do combines because that would require more clicking to clear it out first or adding more macro logic to do it for me and I am just sharing this as it is because I'm lazy.  If you have a clean magic box, the macro won't care what slot you put it in, but be aware that when it's buying ores they will go to the first open bag slot.  Putting your magic box in the last slot means those slots are the last ones to get filled while looting, but feel free to put it in any slot you want...if people care enough to complain, I can add logic to account for that level of laziness but not inclined to waste time on the off chance that someone might.  The macro checks what materials you need for the next upgrade and if you have essences, sls and EoN (when needed), then goes to the Crafting Hall imp vendor and buys enough ore to do the next combine.  It then puts all the materials in the magic box and clicks combine.  It's supposed to autoinventory the shield once it does but for whatever reason it can be stubborn.  Regardless, you can keep issuing the trigger text to do the next upgrade as long as you have the materials somewhere in your bags, every time the macro fires it's logic it checks your cursor to see if anything is on it and autoinventories it regardless.

Quick and dirty directions, have your SLS, essences and EoNs in your bags, /echo buildshield, repeat as needed.

For anyone running the EZLoot.inc in the EZMac.macro, you need to add this include file to it for it to be able to see it,  Save the linked file into your Macros subfolder in your MQ2 directory.  In your EZLoot.mac file, add a line near the top, example below. 

Open EZMac.mac
Near the top is, just below #Events is the include section and you should have one value in there for EZLoot.inc

  #Event Stuff "Things"
  #Event OtherStuff "OtherThings"

  #include EZLoot.inc
  #include SoALogic.inc              <--- The new line goes here

Post feedback and/or concerns here, I'll do my best to address them

https://drive.google.com/open?id=1crscyK4RUax-_5jsclGl4isB0pXQCwv-
82  General Category / General Discussion / Re: Little J`Haughn on: February 20, 2020, 12:52:20 am
To be fair, Sharpclaw also awards 5 points, but he's been so incredibly nerfed as far as spawn rate that I'd wager most people haven't ever seen him to know.  FYI, you can Speedline your faction for bandits by handing in crytsals, iirc they net you 15 points each.
83  General Category / General Discussion / Re: Sleeper's Tomb Issues on: February 11, 2020, 12:35:24 am
Observations -

I understand the whole idea of loot being rare off of static mobs, but the fact that you can clear the entire zone of a specific mob type that has a chance to spawn a rare mob and not spawn it, or just normally killing mobs on the way down stacks up 3-4 of a mob before you get there...it's borderline retarded and full fledged annoying.  Great for the random spawn when you get it, but re-fucking-diculous to clear all those mobs and see nothing.  Some of the placeholder mobs are on a regular zone respawn of like 20mins and others are on a 4 hour respawn, so if you're targeting a specific named that's triggered by the long respawn mobs...good luck ever seeing it without repopping and fully reclearing the zone ad nauseum. 

Which brings another thing I don't understand, there doesn't seem to be a specific loot table for any of the mobs, I've gotten Zeix's ring from 3 different warders, Last Stop and Alpha Male, as well as all other loot items with the sole exception of The Real Abyxcos.  I don't see the point of a shared loot table across named mobs aside from the zone quest pieces, maybe I'm just short sighted though. 

Speaking of The Real Abyxcos, okay...if a spawn HAS to be rarely spawned off it's PH mob, I get it.  But if the rarity of that spawn is bordering on re-fucking-tardedly rare, and spawning it requires clearing to it before it despawns (it's not that hard to clear the shit in between but it is annoying knowing you are on a timer), and killing it is anything but easy...it sure as fuck should drop more than 2 roses 9 out of every 10 kills.  Rare spawn + annoying timer before despawn + tedious trash to clear + challenging encounter should NOT = Haha fuck you on the effort, here are a few drops you can get off of any trash mob in the zone.  FYI, especially annoyed because I killed 4 full raid cycles of 18 instances of Abyxcos tonight and got 1 Real to spawn who subsequently dropped a woefully worthless plat bag (can this at least be changed to an expensive blue diamond) and 2 roses.  72 placeholders for 2 roses and a plat bag, this is why I have a hard time motivating enough to log on and beat my head against the wall chasing the unicorn.

UCv4 - The drop rate on the roses is fine if the point is to choke the will out of anyone wanting to gear more than 1 toon up with this quest.  I finished the pests quest on all 18 toons before completing this on my main, I have a second toon who has 35ish black roses and 20ish red to finish his, and a 3rd toon has been banking the overflow blue, white and yellow roses.  I average around 6 roses dropping per clear from zone to warders and killing almost every mob in between, but there are only so many times you can clear from zone in to zone end and repop if you want a chance at the long respawn placeholder mobs or reclear if you are just heading back down trying to spawn the triggered ones off the short respawn mobs before you decide to say fuck it.  At the very least, making the roses far more common off the trash mobs would make you feel like you're getting headway because even averaging 6 roses a clear and needing 5 different types means you are going to be lucky to finish a ucv4 once every 100 clears because we all remember how everyone ended up with  extra scales of certain colors with the ucv3 quest.

Kerafym - I think the fight is fine, it's completely doable even with the increased number of adds, but considering how rare you spawn her and the same propensity for shit loot she has as Abyxcos, what's the point of making it difficult?  If the shitty chance to spawn her and the shittier chance for loot remains the same, you may as well revert it back to only 1 each of the 4 add waves and call it good.  If you're going to increase the difficulty of the encounter and leave the loot chance shitty, people who can't handle it aren't going to bother with it.  If it requires you to be responsive and there's a legitimate chance of wiping, make it something rewarding enough to make people want to risk multiple wipes learning their own best way to defeat it.

See invis - I can see both sides of the coin on this.  Initially the first mob to see thorugh invis/ivu at the same time was Abyxcos.  To cast both invis and see invis on yourself at the same time, use an ninja click item for anyone who doesn't know what the fuck I'm talking about.  Being able to wipe halfway through the zone and invis your way back to recover keeps people interested enough to press on.  Wiping and having to reclear from zone in because shit respawned is annoying and will piss people off enough to not bother and go find something else to do.  I prefer to clear trash as I go because you have chances at Powerslave pieces, roses and gsoa from trash mobs and clearing in small pulls doesn't take long at all anyhow.  You also get the benefit of chances to spawn triggered named mobs.  I don't see the point in skipping content to powerfarm the always up on instance spawn named mobs, running down to just before Abyxcos and clearing him, then invising past the rest of the shit to Last Stop isn't my cup of tea.  But given the current drop rates for any kind of appreciable loot on current named loot lists, I honestly could care less if someone wants to spend their time doing that instead of working on farming roses and killing pests for those quests.  If you want to make it harder to farm this shit, make the reward better with higher chances of the decent loot.  Truth be told, even with every trash mob being see invis, you only have to clear down to Last Stop once and you can cycle instances nonstop to powerfarm the 2 always up warders and last stop as much as you want.

I don't know how viable it is to code, but let mobs be see invis on zone up, but any mob you kill that respawns while the zone is still active shouldn't be see invis.  This would let people clear their way through the first time, possibly wiping a few times on the way, and they'd still be able to invis past respawn to get back to their corpses.  All named type mobs can respawn with invis, but trash shouldn't, as long as the zone is active.  If that's too much to bother with, make all mobs with a respawn timer of less than 30 minutes not see invis, I'm guessing there's a way to isolate mobs by respawn time so this should be easier to do than the prior suggestion.  That way, wiping on the clear down again doesn't hinder you from being able to bypass the respawn trash to get to your corpses.

I'm going to end this rant here before I start drinking at become more annoying, these are my observations of things as someone who doesn't need jack shit from this zone save a few alts loot items and some ucv4 which, in it's current state, I don't care to bother with.  I can only imagine how frustrating it is for people still hacking away.
84  General Category / General Discussion / Re: Sleeper's Tomb Issues on: February 10, 2020, 11:36:10 pm
This has been addressed in game today. A new changelog entry was added for this.

This doesn't appear to have been fixed, I made a fresh instance today to test it and was able to aggro him and die with the rest of the raid sitting well out of aggro range and even with me being dead and him not having any aggro targets he chain spawned nonstop until I got too bored to wait out the zone crash.  Screenshot attached, you can see he is summoning an add every 3 seconds ad nauseum and the spawns in zone on left window are only spawns containing zeix in their name.

85  General Category / General Discussion / Re: Server Select on: February 06, 2020, 08:29:44 pm
I just ran a test and my speed came back as ludicrous speed, guess that's why I'm not seeing an issue.
86  General Category / General Discussion / Re: Spell Files Issue on: February 04, 2020, 05:07:07 pm
This needs to be done in the say channel, it's possible your default channel is set to group, ooc or some other channel.  Try doing /say #files
87  General Category / User Interfaces / Re: Group2 and Group3 UI windows on: February 01, 2020, 08:03:45 pm
I'll PM you a share link, let me know if you have issues accessing it.
88  General Category / User Interfaces / Re: Group2 and Group3 UI windows on: January 28, 2020, 03:12:24 pm
Depending on what plugins/compile you have access to, you can query some pretty detailed information.  Here's a pic of my 2nd and 3rd group windows with more stuff enabled, a casting notification if anyone is casting a spell (in this case I just had a bunch of people click their T10 mask to illustrate) and if a toon as a target it is displayed, if a toon is attacking the said target the text is in red. s can b e a bit too crowded for some, but I like seeing anything I don't have to tab over to check.
89  General Category / User Interfaces / Group2 and Group3 UI windows on: January 28, 2020, 02:46:47 pm
Despite the fact that it feels like every time I post a piece of code on here, nobody gives a shit enough to offer any type of feedback as to it's usefulness, I'm posting a pic of 2 modified UI files.  Both are in the spirit of the files I posted before, but they are a bit more dynamic and don't require any kind of a set up other than making a new folder in your uifiles subdirectory in your EQ install folder, naming it whatever you want and dropping these 2 files in it.  Once you are in game, you can alt+o and select Load UI Skin and click the name of whatever you called the folder. 

Neither of the 2 files do anything if you aren't in a raid.  Since most people use 2 or 3 groups, these are all I've done modifications for, but they can easily be modified to allow for additional raid members.  These are pretty basic files, they don't offer a lot of glitz and glam, but they should definitely help you keep tabs on all the toons in your raid.  Since it uses the Raid TLO for MQ2, it will allow you to access members of a raid and their spawn properties.  All I have set up is character name, their distance from you, which direction they are in relation to you and their health %.  A few things of note, the distance should be accurate at all times and when the character is more than 200 units from you the text will turn from white to red to indicate that they are out of cast range for normal spells as well as just a general idea that they're not close anymore.  If they aren't in zone, their name will change from white to purple, so if someone dies you can figure out who it was pretty easily.  The direction they are from you should be pretty simple to understand.  Their hit point percent is something that will probably not update on it's own without some user intervention, what this means is that it reads the available spawn data but unless you cycle through and target the toons periodically, it will just display whatever value your client last queried (it asks the server health updates for anything on the target window).  You can either manually cycle through characters periodically or you can make a loop in a macro to do it for you, I mostly only put it on the information window to fill space.

A small screenshot is attached below, if anyone has interests in me putting up a sharelink to download them post here...not going to waste the bandwidth if people aren't going to use it.

90  General Category / Updates / Re: EZ Server Code Update 2020 on: January 26, 2020, 06:20:11 pm
Non issue since my last post, found a place that works regardless of warp and summon mechanics, but kudos on the tip.
Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 47
TinyPortal v1.0 beta 4 © Bloc