EZ Server

General Category => General Discussion => Topic started by: Bludlust on October 31, 2010, 05:11:22 am



Title: Brawler Charm
Post by: Bludlust on October 31, 2010, 05:11:22 am
Ok so I have heard 3 different things about how it doesn't work, A: Just the +% doesn't work, B: The stats don't work and C: Just the haste doesn't work....Anyone can clarify EXACTLY whats wrong with the charm? and how long it hasnt been working...would be nice to put one on my ranger and monk and have it work.


Title: Re: Brawler Charm
Post by: Drezden on October 31, 2010, 05:17:36 am
 During our DPS parses we noticed this.. Check out lerxst2112 post at bottom,maybe thats the cause?

http://ezserver.online/forums/index.php?topic=1150.15 (http://ezserver.online/forums/index.php?topic=1150.15)



Ok, I investigated this a bit on my private server.  Worn haste over 127% will not work.

Here is the relevant code:

bonuses.cpp - line 293
Code:
	//FatherNitwit: New style haste, shields, and regens
if(newbon->haste < (sint8)item->Haste) {
newbon->haste = item->Haste;
}

Since the haste value is a signed 8 bit number, anything over 127 is a negative number and will not be applied.

I checked this file back to June 2009, and it has always been that way.  I would assume that if it ever worked it was due to custom code that is different from the eqemu sources.

Haste is also hardcoded to be capped at 100% for the sum of item haste, spell haste, and spell haste v2.  Spell haste v3 is added on top of that.  Allowing haste past 100%, excluding haste v3, would need to be done with custom code.



Title: Re: Brawler Charm
Post by: Hunter on October 31, 2010, 06:21:23 am
Good info. The haste was working when I originally made the items but obviously got broken with new source code, errr fixed with cap or something.

Looks like I might have to fix Brawlers by making all items with Haste greater than 126 to equal 126 and give some bonuses in other ways like strikethru or something. I'll update that stuff when I can.



Title: Re: Brawler Charm
Post by: Bludlust on October 31, 2010, 09:35:28 am
Sweet bud, would rock :)


Title: Re: Brawler Charm
Post by: krujo81 on November 02, 2010, 04:47:02 am
i dont know if we have this spell in our db/spell files
http://lucy.allakhazam.com/spell.html?id=6207&source=Live
But seems like this would be a good way to go can make varations of it for brawlers 1-50
like brawlers level 1 only add 10% quarter way though 40% then 80% then last one stays at 80% but gives Higher strikethough and +archry hand to hand and backstab


Title: Re: Brawler Charm
Post by: sohami on November 02, 2010, 07:55:57 am
there we go.

hell, make it a proc even or a right click buff.


Title: Re: Brawler Charm
Post by: Xiggie | Stone on November 03, 2010, 01:26:18 am
Giving the brawlers haste up until 125% and then compensating the rest with a proc that gradually goes up I think would be a grand idea. Nothing major, just something that would equal out to the same amount of dps. Adding that to the ultimate charm would seem fair since the UC would lose the haste as well.


Title: Re: Brawler Charm
Post by: lerxst2112 on November 03, 2010, 02:36:44 am

If you do make it 125% and expect to actually get 125% out of it then the haste cap will need to be changed if it hasn't already been changed.

To do that you can make a simple edit to client_mods.cpp
Code:
int Client::CalcHaste() {
int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
int cap = 0;
int level = GetLevel();
/*
if(disc_inuse == discBlindingSpeed) {
if(!disc_elapse.Check(false)) {
h += 20; //this ammount is completely unknown
} else {
disc_inuse = discNone;
}
} */

if(level < 30) { // Rogean: Are these caps correct? Will use for now.
cap = 50;
} else if(level < 50) {
cap = 74;
} else if(level < 55) {
cap = 84;
} else if(level < 60) {
cap = 94;
} else {
cap = 100; // <- Change to new cap
}


if(h > cap) h = cap;

h += spellbonuses.hastetype3;
h += ExtraHaste; //GM granted haste.

Haste = h;
return(Haste);
}

I increased the cap on my server to 130% and in my brief tests I didn't notice any issues.  This would increase the cap for everyone though, not just those using the brawler charm.  To do that would be more complicated.


Title: Re: Brawler Charm
Post by: Gnaughty on November 03, 2010, 11:15:36 am
You guys are too damned smart for me to follow.


Title: Re: Brawler Charm
Post by: Drezden on November 03, 2010, 02:43:09 pm
 Not me lol.. I just try to facilitate the process and bring it to light.


Title: Re: Brawler Charm
Post by: Balthor2 on November 03, 2010, 03:10:42 pm

If you do make it 125% and expect to actually get 125% out of it then the haste cap will need to be changed if it hasn't already been changed.

To do that you can make a simple edit to client_mods.cpp
Code:
int Client::CalcHaste() {
int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
int cap = 0;
int level = GetLevel();
/*
if(disc_inuse == discBlindingSpeed) {
if(!disc_elapse.Check(false)) {
h += 20; //this ammount is completely unknown
} else {
disc_inuse = discNone;
}
} */

if(level < 30) { // Rogean: Are these caps correct? Will use for now.
cap = 50;
} else if(level < 50) {
cap = 74;
} else if(level < 55) {
cap = 84;
} else if(level < 60) {
cap = 94;
} else {
cap = 100; // <- Change to new cap
}


if(h > cap) h = cap;

h += spellbonuses.hastetype3;
h += ExtraHaste; //GM granted haste.

Haste = h;
return(Haste);
}

I increased the cap on my server to 130% and in my brief tests I didn't notice any issues.  This would increase the cap for everyone though, not just those using the brawler charm.  To do that would be more complicated.


If you used this then you would just need to adjust a couple haste values.

Btw hunter you care to let us know what the max value is for stuff like shielding?


Title: Re: Brawler Charm
Post by: Xiggie | Stone on November 03, 2010, 05:55:22 pm

If you do make it 125% and expect to actually get 125% out of it then the haste cap will need to be changed if it hasn't already been changed.

To do that you can make a simple edit to client_mods.cpp
Code:
int Client::CalcHaste() {
int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
int cap = 0;
int level = GetLevel();
/*
if(disc_inuse == discBlindingSpeed) {
if(!disc_elapse.Check(false)) {
h += 20; //this ammount is completely unknown
} else {
disc_inuse = discNone;
}
} */

if(level < 30) { // Rogean: Are these caps correct? Will use for now.
cap = 50;
} else if(level < 50) {
cap = 74;
} else if(level < 55) {
cap = 84;
} else if(level < 60) {
cap = 94;
} else {
cap = 100; // <- Change to new cap
}


if(h > cap) h = cap;

h += spellbonuses.hastetype3;
h += ExtraHaste; //GM granted haste.

Haste = h;
return(Haste);
}

I increased the cap on my server to 130% and in my brief tests I didn't notice any issues.  This would increase the cap for everyone though, not just those using the brawler charm.  To do that would be more complicated.


If its just a matter of doing this then can't he just set the haste cap at 500% or something like that? That way things that are supposed to be higher than 125% can be so.


Title: Re: Brawler Charm
Post by: lerxst2112 on November 03, 2010, 06:40:45 pm

The haste cap could be set to anything, however there is a minimum delay that can be used on attacks, so eventually more haste is meaningless.  Going from the current assumption of 100% being the cap, changing it to 500% would also presumably cause balance issues.


Title: Re: Brawler Charm
Post by: krujo81 on November 03, 2010, 09:22:45 pm
yeah and with weapons having 140 damage 13 dly lol how much haste do u really need?. but on the other hand + to skills would allow you to land hits more offten or +damage (skilL) could let anything in that skill do more damage


Title: Re: Brawler Charm
Post by: Xiggie | Stone on November 06, 2010, 01:35:48 pm
When the haste on the brawlers got messed up I lost about 30% dps. That is huge so it does matter quite a bit. I don't see how setting the haste cap to 500% or even 1000% would make any balancing problems. Things would function as they were intended to.


Title: Re: Brawler Charm
Post by: Drezden on November 06, 2010, 01:58:37 pm
 I'm not exactly how sure how haste works. Is it a delay reducing effect?

 If so maybe thats what he means by min. delay it can be reduced to. Not sure tho


Title: Re: Brawler Charm
Post by: krujo81 on November 06, 2010, 05:05:09 pm
When the haste on the brawlers got messed up I lost about 30% dps. That is huge so it does matter quite a bit. I don't see how setting the haste cap to 500% or even 1000% would make any balancing problems. Things would function as they were intended to.

yeah but thats because you went over the cap and it went all the way around to whatever the left over was wasnt it?. if you take weapon with dly of 1 and had 100% hate it would be what 100 combat round every milasecond ? thats just stupid why not just increase the over all damage done though other effects?. IMO haste should not ever reach over 200% anyways 100% in worn effect and 100% in spell effect.


Title: Re: Brawler Charm
Post by: Balthor2 on November 07, 2010, 12:34:35 pm
When the haste on the brawlers got messed up I lost about 30% dps. That is huge so it does matter quite a bit. I don't see how setting the haste cap to 500% or even 1000% would make any balancing problems. Things would function as they were intended to.

yeah but thats because you went over the cap and it went all the way around to whatever the left over was wasnt it?. if you take weapon with dly of 1 and had 100% hate it would be what 100 combat round every milasecond ? thats just stupid why not just increase the over all damage done though other effects?. IMO haste should not ever reach over 200% anyways 100% in worn effect and 100% in spell effect.

Part of thats correct, most of its wrong.
FYI before secrets pushed some update that broke a lot of shit there was nothing game breaking about Xiggie having a lvl 33 brawler (at that time).
His monk was doing a good 30 or 40percent more dps then mine but I have *TA DA a lvl 1 or 3 brawler on my monk* so of course his monk should have more dps.
The day we noticed the change it was kind of ghetto because I think my monk was doing about the same dps as him if not slightly more.


Title: Re: Brawler Charm
Post by: Spuds on November 07, 2010, 04:04:02 pm
why not just put a clicky haste buff on the brawlers charm that is 126% haste.

if you raise the haste cap then others toons with haste maxed will raise as well correct?


Title: Re: Brawler Charm
Post by: lerxst2112 on November 07, 2010, 05:29:29 pm

If you change the clicky on the charm it can no longer be used to gate to Nexus.  Not necessarily a big problem, but it would mean carrying two charms and swapping to gate.

I think what people are really missing here is that unless there is custom code, which as outsiders we can't easily verify, the haste cap is 100% total from spells and items with V3 haste stacking on top of that.  Putting a huge clicky haste on the charm wouldn't make a difference if the cap isn't changed or if it wasn't V3 haste.


Title: Re: Brawler Charm
Post by: Xiggie | Stone on November 08, 2010, 05:20:36 pm
Changing it to clicky haste or v3 haste would not solve the issue either even if the haste cap was raise beyond it. It would then replace spell haste or bard over-haste. As for mods that add to damage, there is a 30% + to damage on the brawlers currently that does not work. (Incidentally, the reason I know this does not work is because if it did work it would raise your average hit by approximately 30%.)So, it is supposed to have the haste and the + % to damage that was mentioned.

Upping the haste cap would not universally raise everyone's haste. It would universally raise their haste potential, meaning if they had items/spells/songs that gave them more than 100% haste it would work for them.


Title: Re: Brawler Charm
Post by: lerxst2112 on November 08, 2010, 07:09:53 pm

I think that most people that play seriously have a Tacvi+ BP (I think Tacvi is where they have 70% haste on them) and the spell from the buff bot or pets is around 65%, so raising the cap would give many people another 35% or so.

I'm with you, I'd like to have it raised some, but I do think it would change some of the game dynamics so that change should be considered.


Title: Re: Brawler Charm
Post by: Xiggie | Stone on November 09, 2010, 03:05:50 am
It was already higher than 100% at one point in time. And it since T3/4 was released that the cap got messed up. So the content was already designed for that amount of haste/dmg output. This is not an enhancement or an upgrade or anything, this is fixing something that is broken on this server.

It was mentioned before that haste cap right now is 125%. Given your example they would gain an additional 10%. Btw, I am not sure what the tacvi bp haste is, but T2 bp haste is 70%. I know it may well be the same. An additional 10% by the mass majority of the server is not going to be noticed hardly at all really.

Here is my big disappointment of it. With the brawlers I have 137% haste. Not sure what the buff bot is but guessing 50% I think is safe. If I remember correctly, bard haste and over haste is 30% each. Adding those up and I am coming in somewhere around 250% haste. Now I know the higher haste gets the less it matters, but the translation is I am missing anywhere from 30 to 45% damage because of the lost haste.

Again, I would like to reiterate, this is not a balancing issue, this is an 'oh can we please have moar dps' issue, this is a fixing a broken element of this server issue.


Title: Re: Brawler Charm
Post by: lerxst2112 on November 09, 2010, 05:06:47 am

I would say it is a potential balancing issue since it has been broken long enough to be considered the norm.

I believe the haste cap is 100% unless Hunter says otherwise.  That is what it is in the standard emulator code.  We can parse to approximate the cap, but it will still be a guess subject to some randomness.

I'll say again that I'm not saying it shouldn't be looked at, but it should be done with care.  Just bumping it up to 1000% and hoping for the best could be worse than leaving it alone.

It'll be interesting to see how things shake out if Hunter updates to the latest source code this weekend as he mentioned in another post.  There's a change to how procs work that may alter the balance as well.


Title: Re: Brawler Charm
Post by: Firetoad on November 09, 2010, 09:50:31 am
If Hunter updates the source code, and if we are limited now to only one weapon proc per combat round, we are going to see a dramatic loss in DPS with classes that rely on their weapon procs as their primary DPS.

A warrior using a base 1500 DD proc will no longer see combat rounds of 4500+ damage, the most they will see is 1500. Those numbers are based off no damage focus effects.


Title: Re: Brawler Charm
Post by: Ponzi on November 09, 2010, 10:35:38 pm
If Hunter updates the source code, and if we are limited now to only one weapon proc per combat round, we are going to see a dramatic loss in DPS with classes that rely on their weapon procs as their primary DPS.

A warrior using a base 1500 DD proc will no longer see combat rounds of 4500+ damage, the most they will see is 1500. Those numbers are based off no damage focus effects.

In other words: SERVER RAID ON SHADOW, EVERYONE ZONE INTO HOH!