EZ Server

General Category => General Discussion => Topic started by: Hunter on December 30, 2012, 03:59:05 am



Title: T7 Discussion (Merged)
Post by: Hunter on December 30, 2012, 03:59:05 am
Well I see the AA per hour in T7 slow so I'm going to increase that so end gamers can work on their RoA a little faster.

So far players don't seem to be wiping much, probably didn't increase damage enough since Anguish mobs. So many elite players with stonewall.



Title: Re: T7 Discussion (Merged)
Post by: Hunter on December 30, 2012, 05:04:00 am
Wandering Trader should now spawn. I had wrong npc id being spawned due to copy n paste. Will work right now.

Keep eye out for him, thats how you get your armor.


Title: Re: T7 Discussion (Merged)
Post by: Natedog on December 30, 2012, 05:09:19 am
The epic page / stone NPCs seem to spawn really often. Not sure if thats a bug or not


Title: Re: T7 Discussion (Merged)
Post by: Hunter on December 30, 2012, 05:10:56 am
archeaologist? Yeah he's always up.

The ones that drop the stones? Yeah, they are some what common, esp if you start clearing out the whole zone.


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on December 30, 2012, 07:45:32 am
When I did get the wandering trader to spawn, he was KoS...


Title: Re: T7 Discussion (Merged)
Post by: Natedog on December 30, 2012, 01:01:45 pm
When I did get the wandering trader to spawn, he was KoS...


Same here he tried to beat me up .. but I was able to hand him gear and get my upgrades anyways lol ... then i kicked his ass


Title: Re: T7 Discussion (Merged)
Post by: Hunter on December 30, 2012, 01:54:31 pm
Yeah, I fixed that, was mistake when I mass edited the stats on npcs.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on December 30, 2012, 02:05:34 pm
I realize that people are actually going to lose DPS when getting epic 7.0 due to augs.

What combos should I make converting type VIII's into a new slot type 22?

2 ice = 1 slot type 22?


Title: Re: T7 Discussion (Merged)
Post by: MacofMacs on December 30, 2012, 02:07:41 pm
I realize that people are actually going to lose DPS when getting epic 7.0 due to augs.

What combos should I make converting type VIII's into a new slot type 22?

2 ice = 1 slot type 22?

or ninjas


Title: Re: T7 Discussion (Merged)
Post by: Hunter on December 30, 2012, 02:27:03 pm
4 Essence of Loping Plains + 2 Ninja Strike VIII + other gems = 1 Ninja Strike IX (type 22)?

Would create it within a day or two, feeling zombie like right now.


Title: Re: T7 Discussion (Merged)
Post by: Aggressive on December 30, 2012, 02:46:32 pm
Problem now is the different combinations of augs each type of class can use. Melee dps is a mixture of IS and NS. Caster dps is all IS. And FS would be Knight/zerk. So I would say there would need to be 3 types of augs.

Combine 1 = IS VIII + IS VIII + NS VIII + whatever else you want to add to the recipe. = Melee aug MNK ROG BST BRD RNG etc..
Combine 2 = IS VIII + IS VIII + IS VIII + etc.. This one can be all/all cuz its just IS combo
Combine 3 = FS VIII + FS VIII + FS VIII + etc PAL ZERK SK

This way no-one's dps will be affected.


Title: Re: T7 Discussion (Merged)
Post by: marxist on December 30, 2012, 05:54:23 pm
doing 2 ns viii's would be bad as you use one, not two, of each in main and offhand, would have to go back and farm fresh augs to get one for each weapon


Title: Re: T7 Discussion (Merged)
Post by: Felony on December 30, 2012, 08:34:48 pm
doing 2 ns viii's would be bad as you use one, not two, of each in main and offhand, would have to go back and farm fresh augs to get one for each weapon

Yes you would cause people to spend 2x more then current for the next tier of upgrade.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on December 31, 2012, 03:13:15 am
Problem now is the different combinations of augs each type of class can use. Melee dps is a mixture of IS and NS. Caster dps is all IS. And FS would be Knight/zerk. So I would say there would need to be 3 types of augs.

Combine 1 = IS VIII + IS VIII + NS VIII + whatever else you want to add to the recipe. = Melee aug MNK ROG BST BRD RNG etc..
Combine 2 = IS VIII + IS VIII + IS VIII + etc.. This one can be all/all cuz its just IS combo
Combine 3 = FS VIII + FS VIII + FS VIII + etc PAL ZERK SK

This way no-one's dps will be affected.

I could do this, and the single new aug type 22 would be all 3 damage combined + increased to IX version strength.

So if IS VIII is 4300 dmg then 3x combined = 12,900 but because its going to be a IX version would bump it up to maybe 18,000. Of course all strike augs just got increased already to 5x so that would be  64,500 damage on IC IX. 

Hope makes sense.

Will probably with the combine 3 augs into 1 type 22 in T7.



Title: Re: T7 Discussion (Merged)
Post by: Natedog on January 01, 2013, 11:03:54 pm
Did the T7 spawn chance for bosses get drastically lowered? We've killed for a few hours now and haven't spawned one in awhile.


We have a ton of Epic Stones but no actual bosses to spawn.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 02, 2013, 04:28:23 am
Adjusted it in the first day yes, but now its been running a few days with same chance.

There are 'triggers' just need to find them, some times more than 1 type of trigger for same thing.


Title: Re: T7 Discussion (Merged)
Post by: Natedog on January 02, 2013, 05:13:19 am
Will probably with the combine 3 augs into 1 type 22 in T7.


Going from current spell file ..


Slot 22 type - Firestrike IX - 150,000



Slot 22 type - Icestrike IX - 75,000   (For shaman / cleric ..ect )



Slot 22 type - Melee DPS aug - 125,000  (For Monk / rogue / ranger / ect)    1 in each weapon



Just posting the numbers from that idea! =D  

Really like that idea btw!

(this idea)

Quote
Combine 1 = IS VIII + IS VIII + NS VIII + whatever else you want to add to the recipe. = Melee aug MNK ROG BST BRD RNG etc..
Combine 2 = IS VIII + IS VIII + IS VIII + etc.. This one can be all/all cuz its just IS combo
Combine 3 = FS VIII + FS VIII + FS VIII + etc PAL ZERK SK



Title: Re: T7 Discussion (Merged)
Post by: Felony on January 02, 2013, 05:23:12 am
Wtb augs  ;D


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on January 02, 2013, 08:06:42 am
Would also like to see Angry Nerds able to be combined in a few ways too...

IV + IV + IV
IV + IV + V
IV + V + V
V + V + V

If at all possible.  That would give us all the options we have now.

Thanks


Title: Re: T7 Discussion (Merged)
Post by: Felony on January 02, 2013, 08:30:37 am
Im the oddball warrior on the server in that I go 2/3 DPS augs and 1/3 agro so if anything I would like to see that incorporated to the IS aug or the ability like Brokyn posted to create an anger aug and the weapon gets a unique slot for that anger aug.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 02, 2013, 02:41:41 pm
Going to reboot here in a bit for new strike aug.

I'll source in the recipes when the server is down.

Ninjastrike IX  225k DD
SLS (2)
Essence of Loping Plains (2)
Magical Blue Diamond (2)
Ninjastrike VIII (3)

Icestrike IX 75k DD
SLS (1)
Essence of Loping Plains (1)
Magical Blue Diamond (1)
Icestrike VIII (3)

Firestrike IX 150k DD
SLS (2)
Essence of Loping Plains (2)
Magical Blue Diamond (2)
Firestrike VIII (3)


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on January 02, 2013, 02:47:55 pm
Going to reboot here in a bit for new strike aug.

I'll source in the recipes when the server is down.

Ninjastrike IX  225k DD
SLS (2)
Essence of Loping Plains (2)
Magical Blue Diamond (2)
Ninjastrike VIII (3)

Icestrike IX 75k DD
SLS (1)
Essence of Loping Plains (1)
Magical Blue Diamond (1)
Icestrike VIII (3)

Firestrike IX 150k DD
SLS (2)
Essence of Loping Plains (2)
Magical Blue Diamond (2)
Firestrike VIII (3)


Great!  Thank you.  I wonder if you had given thought to 1 NS VIII and 2 IS VIII to create an Aug, since that is what NS users actually have?


Title: Re: T7 Discussion (Merged)
Post by: marxist on January 02, 2013, 02:53:40 pm
Yeah 1 ns VIII and 2 is VIII would be awesome.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 02, 2013, 03:07:09 pm
This will be my last time commenting on 1 NS + 2 FS into 1 Aug since I've repeated it so many times in game already.

Its too much work in the recipes table with all the possible combinations of mixing different types of augs together.

Going to keep it simple, 3 of 1 kind gets a new aug. So if you already have mix n match of different types of augs then just trade with each other to get 3 of 1 kind, sort of like Monopoly.

If I can find a way to convert everyones Strike I-VIII in the way we're doing IX's then I'd be able to lower the delay a little bit, but I doubt it would go back to the way it was before. Haste cap was too high, and weapon damage was too low. I doubt many other emu servers spam combat the way we did, to the point where players had to use MQ2 filters to keep from desync.

One step at a time. Today is Epic 7.0 Strike Aug IX's.

Enjoy!


Title: Re: T7 Discussion (Merged)
Post by: marxist on January 02, 2013, 03:13:33 pm
Hunter, the reason we are asking for it is we would have to spend almost 100 million plat per toon to make extra ns VIII to make two n's IX. Each dual wield tion is using 2 ns and 4 is augs total. There is a ton of effort put into gearing toons to this point. Please consider this, I apologize if it seems like beating a dead horse but it is a big deal to everyone who has put the effort into making the augs already


Title: Re: T7 Discussion (Merged)
Post by: Poker-ecaf on January 02, 2013, 03:21:33 pm
only what need a change is ( NS IX aug )

NS VIII + IS VIII + IS VIII + 2 Lopin Essence + 2 SLS = NS IX


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 02, 2013, 03:24:11 pm
Then use an Icestrike if Ninjastrike is too much.

With UCv2 my NS IX was proc'ing 1,350,000 dmg and 2,700,000 crits. For people that want to invest time into getting NS IX then you'll have more DPS else just get the Icestrike IX instead.

I posted new spell file 01-02-13 already so you can see the damage values.


Title: Re: T7 Discussion (Merged)
Post by: Felony on January 02, 2013, 03:31:36 pm
Was kinda meh at first but I actually love the idea of I can spend more cash to get more dps.


Title: Re: T7 Discussion (Merged)
Post by: Felony on January 02, 2013, 05:44:39 pm
Turned in cleric 7.0 for aug and put it into a LP weapon and can not click the weapon. Not sure how to fix that issue but bringing it up for consideration.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 02, 2013, 05:50:18 pm
Not sure how clickies work with augs.

Might need to find an alternative like a clone for click or something.


Title: Re: T7 Discussion (Merged)
Post by: Poker-ecaf on January 02, 2013, 06:00:24 pm
cant see on Universal Teleporter the new T7 zone btw. what the command to direct teleported !


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on January 03, 2013, 08:11:14 am
I understand that you have said you are finished discussing this, but I want to make one last plea with what I hope is a clear explanation.

Up to this point there have been 3 types of Strike Aug users.  FS users (3 X FS aug), IS users (3 X IS aug), and NS users (1 NS and 2 IS augs).  Each and every one of us has spent a lot of hours farming materials and plat to equip all of our toons based on this formula.

What I am asking you to consider is making 3 new Strike Augs based on what has been historically the path people have followed.  The FS9 and IS9 augs you have created are awesome.  What I would like to see is a change to the NS9 aug where the combine is NS8 + IS8 + IS8 + 2 Essence + 2 SLS = NS9.  What this would do is allow people, who have put hundreds of hours into gearing their toons, the chance to use that time and the resulting gear towards the new gear.

I don't want to see 32 different recipes to allow people to mash together any sort of strike aug to create a new hybrid.  I would just like to see the 3 aug layouts that have been used all along continue into T7.

The current recipes which include 3 X NS8 to make an NS9 will force every player to farm for weeks to collect mats to create 4 new NS8 augs for each melee toon, while leaving them with 4 IS8 augs per melee toon rotting in the bank.

I am sorry if this seems like nagging at you, I just wanted to be clear that I was never asking for you to do more work in creating recipes, only that you approach the 3 new recipes in a way that allows us to use the gear we have developed over the years.

Thanks,

Brokyn


Title: Re: T7 Discussion (Merged)
Post by: Venia on January 03, 2013, 09:02:32 am
I apologise Hunter, dont mean to sound complaining, its your call in the end, but what players above have asked about the IX NS's recipe only seems fair..

We have been using 2 Icestrikes and 1 Ninja per weapon since augs created for monks,rangers,rogues,bsts,bards.... that's a big chunk on how groups are composed atm, it will be 4 extra NS  per char and will require a lot of millions vs the Firestrike /icestrike classes recipe's to upgrade augs....
I do think 1NS + 2IS + t7 essence+ SLS for IX NS would be the smoothest for changing

If for logistic reasons Hunter wants to keep the recipe simple i understand, and im sorry i cant help, no idea about coding, any other player maybe that could help if boss agree's to the general idea of keeping augs required per class as it is ?

/Enosis



Title: Re: T7 Discussion (Merged)
Post by: Natedog on January 03, 2013, 11:48:03 am
This setup for the NS9 aug would make life much easier for those using Dual wielding classes.

NS8 x1
IS8 x 2
SLS x 2
Loping ess x2
Blue Diamond x2

Otherwise its gonna cost those players a huge amount of plat to farm 4 extra NS8s per dual wielding class. Since they already payed a lot of money for their current setup.

This would be an awesome tweak if you were able to change this. Would make life much easier for those who use any class that dual wields!


Title: Re: T7 Discussion (Merged)
Post by: Aggressive on January 03, 2013, 01:21:28 pm
Forgive me if my math is incorrect, but
x2 ISVIII + NSVIII = 105.k dmg
x3 NSVIII = 187.5k dmg
The new Aug is 225k DMG

If he did change the recipe to x2 IS + NS + all the other stuff the dmg of the aug would have to come down.

It will be along time before I see x3 of any VIII aug, but I think the recipe is fine as is. You're not losing any damage if you take a NSVIII off another toon to make an IX. Yes you do have to farm more essences + plat, but you're going to gain dps.


Title: Re: T7 Discussion (Merged)
Post by: Felony on January 03, 2013, 03:13:41 pm
It is the cost of creating 4x more NS augs per characters and having 4x IS that may end up going to waste.
Not many people buy IS and I honestly think only a couple warriors other then me aug out their swords with dps in mind.
Thus you are going to see a large number of IS augs sitting in banks and that is a waste of millions of pp and essences and sls while millions more of pp, essences and sls are spent on crafting NS augs.

Pretty discouraging even for those that can farm decent pp.


Title: Re: T7 Discussion (Merged)
Post by: Strix on January 03, 2013, 04:11:36 pm
This setup for the NS9 aug would make life much easier for those using Dual wielding classes.

NS8 x1
IS8 x 2
SLS x 2
Loping ess x2
Blue Diamond x2


+1 for this!!!



Title: Re: T7 Discussion (Merged)
Post by: Brokyn on January 03, 2013, 04:13:51 pm
Forgive me if my math is incorrect, but
x2 ISVIII + NSVIII = 105.k dmg
x3 NSVIII = 187.5k dmg
The new Aug is 225k DMG

If he did change the recipe to x2 IS + NS + all the other stuff the dmg of the aug would have to come down.

It will be along time before I see x3 of any VIII aug, but I think the recipe is fine as is. You're not losing any damage if you take a NSVIII off another toon to make an IX. Yes you do have to farm more essences + plat, but you're going to gain dps.

It's not about the damage output, it's the fact that everyone has invested hundreds of hours getting 1 NS and 2 IS augs for each weapon for all of their dual wielding characters.  This change would lower the damage of an NS9, yes, but it would make NS9 accessible without wasting the hundreds of hours invested in the way the system has always been since the introduction of strike augs.


Title: Re: T7 Discussion (Merged)
Post by: Aggressive on January 03, 2013, 04:17:19 pm
I can understand the pain seeing how expensive VIII augs are. Would it be possible to add this recipe?

Icestrike VIII + Icestrike VIII + Blue Diamond Ore (X2) = Ninjastrike VIII

I added in the extra ore because it would technically be cheaper to go the Icestrike route without an added cost. This way it makes up the difference (slightly more expensive I think 100k). As with anything though, it would be up to the bossman.



Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 03, 2013, 04:22:41 pm
That could be a good compromise.


Title: Re: T7 Discussion (Merged)
Post by: marxist on January 03, 2013, 04:26:08 pm
that would only give you 2 ns viii's, not the three needed for the recipe


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 03, 2013, 04:32:53 pm
What about the plat to DPS ratio? You'll end up getting more DPS when finished.


Title: Re: T7 Discussion (Merged)
Post by: Natedog on January 03, 2013, 04:47:20 pm
What about the plat to DPS ratio? You'll end up getting more DPS when finished.

I'd need to spend an extra  62,400,000 plat to upgrade my 4 toons the way it is currently  just to get them the extra rank 8s

With the other idea of IS8s to NS8s I'd still be paying over 30million to for 1 tier of augs lol




If the requirements for the new NS8s were lowered I'd even say lower the damage ... because the way they are currently are an INSANE boost in damage.



Title: Re: T7 Discussion (Merged)
Post by: Brokyn on January 03, 2013, 04:56:51 pm
I appreciate the idea of the compromise to some degree.  I am just wondering about the long term effects.

Everyone pre-T7 still has to have 1 NS and 2 IS augs in their weapons, then come T7 everything changes...

It would be the smoothest transition if the NS9 Aug recipe used what everyone has been farming all along.  It's only one recipe, not looking for a long laundry list of possible combinations.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 03, 2013, 04:59:28 pm
You don't have to use a Ninjastrike IX, you could use Icestrike IX.

Overthere mob now drops 500k pp gem to sell, which should help.

Quote
DPS isn't free.

If you are 6 boxing, then mix n match your Augs to give yourself 2 NS IX and 4 IS IX.



Title: Re: T7 Discussion (Merged)
Post by: Thebone on January 03, 2013, 05:02:39 pm
Sounds like same ol same ol here =P

Hope all is well with everyone.... Ya'll get all the issues fixed while I'm still on my AFK so I can come back to a working T7 =)


Title: Re: T7 Discussion (Merged)
Post by: Natedog on January 03, 2013, 05:05:33 pm
Monk with 2x of those Augs are gonna be close to 2 million dps? I'm saying the DPS boost from 1 tier to the next is a little much =p

Ya its gonna cost an arm and a leg but doesn't fit the slight upgrades we got in augs the last few tiers.


Title: Re: T7 Discussion (Merged)
Post by: Strix on January 03, 2013, 05:17:09 pm
I really hate PvP - was fun for the first hour in 1999 then blew blue brass balls.

*sigh*


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 03, 2013, 11:44:53 pm
I can understand the pain seeing how expensive VIII augs are. Would it be possible to add this recipe?

Icestrike VIII + Icestrike VIII + Blue Diamond Ore (X2) = Ninjastrike VIII

I added in the extra ore because it would technically be cheaper to go the Icestrike route without an added cost. This way it makes up the difference (slightly more expensive I think 100k). As with anything though, it would be up to the bossman.



This recipe should now be available.



Title: Re: T7 Discussion (Merged)
Post by: wolfegunr on January 04, 2013, 07:10:04 am
T7 could use T6 plat bags and same % chance or better, I've gotten one plat bag so far, for 22k :P.


Title: Re: T7 Discussion (Merged)
Post by: Natedog on January 04, 2013, 07:15:39 am
T7 could use T6 plat bags and same % chance or better, I've gotten one plat bag so far, for 22k :P.


Ya the 22k plat bags are pretty gimp for the newest tier  ;D


Title: Re: T7 Discussion (Merged)
Post by: Hunter on January 04, 2013, 02:39:59 pm
Random size bag. I'll see about upping the chances though.


Title: Re: T7 Discussion (Merged)
Post by: Felony on January 04, 2013, 02:53:05 pm
Would be nice, in 12 hours I only saw 2 bags the other day.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 17, 2013, 10:08:13 pm
So resists at-1800 for T7 is just plain dumb... Max RoA and high UW and still get fked in zone.

What the hell about the normal players just breaking in... This change is just plain un-needed. Don't care if you get upset.

You can't force players to play the same as like 5 - 8 of us do on the server. If this remains it totally screws the average player.

Someone text me when this gets fixed..  

/afk on

....sad....


Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 17, 2013, 10:32:27 pm
I noticed in hoh that until I got about 350 over the negative resist in there that I didn't resist hardly anything. I am talking 1200 resists and still getting rooted on a regular basis. I don't even what to think about what those spells are going to do to the rest of my group. I mean they are all fully UC'd, just about to wrap up my last 3 pieces of T5 and then maybe 10 items out of t6 and I am ready for T7. If those spells are anything of what I have seen in Tofs then the rest of my group doesn't stand a chance. Adding charm to bosses basically means I have to either tank it with something other than my tank or take the UW off for boss fights, or solo it. Soon as I get charmed my group is toast, my warrior will chew through them like they are nothing. I think it speaks volumes that no one is in ToFS. It will be interesting to see how many people stick around to play in T7 now that it is like ToFS. I know I for one won't be going in there with it like this. I understand putting in some dynamics but unresistable charm and -1800 resists with an aoe that will tear my group apart unless I UW everyone. Meh.


Title: Re: T7 Discussion (Merged)
Post by: jmaneuv011 on April 17, 2013, 11:14:43 pm
So only one player on the server has a chance to resist spells in t7?  It kind of feels as if a few players who were already higher end got to steamroll the place and everybody else gets screwed.  I'm not running through t6 15 more times to get uc2 and the rest of my 6.0's just to run into a mess where I'll have to rez half my toons if I end up with more than one mob on my pull


Title: Re: T7 Discussion (Merged)
Post by: Dimur on April 17, 2013, 11:32:36 pm
Gonna have to agree, if this "tuning" is anything like the clusterfuck TOFS is as far as (effectively) irresistable spells being spammed repeatedly by multiple mobs...because in T7 there are a LOT of clustered mobs, then I doubt I'll bother.  I have 81 essences banked and my crew in full T7 with 7.0's, and I doubt I'll bother with it much until I at least bleed my eyes out in previous content to work on UW up to the point I actually need Loping essences.  I'll go in there and try it out a few times  after the changes I'm sure, but if it's just an exercise in futility I'll log on enough to choke down what I can of essence farming lower tiers til I can at least get my warrior high enough resists to survive...but I doubt I'll bother with more than 1 character for UW.

Maybe start putting heroic resists on some of the T5 or T6+ armor pieces if you really expect anyone to take a 6 or 12 man crew in there and accomplish much.  Sorry if I'm overreacting but after spending the better part of a full week in TOFS, I'm gonna assume it's along the same lines of *balance*


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 17, 2013, 11:33:15 pm
If everyone is going to resist all the spells in T7 then what is the point of even adding them?

I have considered other stuff like the AoE range (small) and the recast delay (big). Then there is the damage amount, which is guessing game.

The more deadly stuff is on the bosses like Charm. The common trash would do stuff like root, stun, rain.

Sorry if your going to afk just cause you can't resist the spells.

Basically, after completing T7 (UW9) and moving on to T8+, then coming back is pretty much God Mode by being able to resist almost everything. Sort of like any other old tier you go back to and run around invincible.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 17, 2013, 11:38:01 pm
I noticed in hoh that until I got about 350 over the negative resist in there that I didn't resist hardly anything.

So if a mobs spell had -1000 resist then you needed about 1350 to resist them?

Could be some other formulas that I'm not thinking about, such as level different affecting resist chances, etc.

I'll do some testing, and lower the resist check for now to about 1400, which should allow anyone with UW8+ to resist most spells.

The point of even making spells for the zone is for them to affect players. Pointless to even make this if everyone expects and demands to fully resist everything. Need to earn the gode mode in the zones.


Title: Re: T7 Discussion (Merged)
Post by: Dimur on April 17, 2013, 11:48:51 pm
I understand the point of making the spells, to increase the challenge...but if TOFS is any indication...pulling a large room of 6 on level 3 (blue mobs to level 75) can beat my group down to 50 %.  This isn't just some randomly geared group with whatever armor I could spare for them...they are full T7 armor with 7.0's, full strikes and UCv2.  We're talking blue con mobs on only the 3rd floor as opposed to even con mobs in T7 that are clustered in a LOT of areas.  The spells need to be somewhat reasonable when implemented to expect anyone to be able to progress, I'm not saying resistable but reasonable...they can do damage but the rate at which they do this damage can't be an automatic wipe on an overpull because the stuns mixed with the rains and direct damage spells are too much to mitigate with hp and armor.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 12:17:06 am
Loping Plains is outdoors, so you should be fine. I haven't edited their hp or melee damage.

Guess we'll have to wait and see how it works out.


Title: Re: T7 Discussion (Merged)
Post by: Peign on April 18, 2013, 12:36:02 am
I wouldnt think everyone would expect to resist all the spells.   However someone with ROA 500 and UW 8-9 should be able to.   Both of those items took quite a bit of time and effort to obtain. 

Not everyone on the server will obtain those items. 


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 12:41:56 am
For players that don't have time for RoA500 + UW9 then need to do old school style of having Clerics in the group. You'll be fine.


Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 18, 2013, 01:12:10 am
The unresistible charm is one that really gets me. No matter how well prepared I am for the zone the moment my tank gets charmed my group is toast. Oh sure, my warrior will make it through the charm and once it breaks I can resume attacking with him and even rez the rest of my group, only for charm to come back around and start over. My warrior will not have the dps needed to kill the bosses by himself, especially the 7.0 boss. With the bosses regen like it is when charm wears off the mob will be full hp again so it is not just a whittle it down type thing. Maybe if charm was resistible it would be better. Even on floor 1 my monk was getting trampled by 3 or 4 mobs in ToFS. If that is any indication of what will happen with my group then I won't have clerics or paladins to heal my warrior or other toons.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 01:20:47 am
I'll consider adding resist checks to charms.


Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 18, 2013, 01:48:43 am
As a suggestion, to go with the dynamic it seems as if though you are looking for maybe heroic resists could be something to look at. You could add heroic resists to the UCv2 to kind of give people a leg up if they put in the time to get one. Then you could add heroic stats to each piece of armor in T7 as well as the 7.0. The epic and bp would have a larger amount of HR than the rest of the gear just because they are both revered as greater than say arms, or feet. You also may consider adding in a 6.5 with some HR on it but not as good as the 7.0. If it is possible a bard song that adds HR. As you progress through the zone and get the gear with the HR things become a bit easier as they should. By the time you finish you should resist most of the stuff most of the time. T8 comes out and adds a little bit more to the HR thereby allowing you to go back with even more ease as is par for this server.

Thank you for the consideration and response.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 03:05:29 am
I could see about adding Heroic resist to ranked items like RoA, SoA, Mana Necklace, UC, etc, they would all add up, so would have to be only a little bit per item/rank.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 18, 2013, 08:03:06 am
Basically, after completing T7 (UW9) and moving on to T8+, then coming back is pretty much God Mode by being able to resist almost everything. Sort of like any other old tier you go back to and run around invincible.

This argument is invalid,  you went from normal progression to requiring the RoA and UW... Fuck, if I waste retarded amount of hours farming ULTIMATE WEAPON.. or the 440, 000 AA needed for max ROA.. there should be an incentive. Making players make this grind as normal progression is ZERO fun.. I know you're the GM but you should roll 6 box and engage in the game and really see the VERTICAL TREADMILL you have created with end game no reward..

Just like the new aug combine for the 7.0s this totally fucked end game guys getting 7.0s then DPS dropping until they could fund another aug...most avg players will shit themselves when then finally get a 7.0 then turn it in and all augs or lack essences tottaly just crumble thier team.

And yes /afk is option for me cause I do have a loud vulgure mouth that will get me in trouble. And I don't want to end up on the wrong side of a hammer..

The average players don't even know how much this screws them... The RNG of the pops and RNG of getting same loot 5+times in a row..

It takes me 4 hrs to reap rewards from the zone. 2.5hrs to clear snd 1.5 chasing spawns down.... This zone won't even pay out for players (avg players) for 3-5hrs.. asking someone to commit that much time with zero rewards harder spells is asking much...

This is from phone will edit later on machine

I vote no to these spell changes even though there is not a vote. Maybe T8 but you have players just now breaking in barely scraping by and asking them to change thier end game group make up now is really late............
??.......
??..

I know you're reasonable that is why I care so much. ? I hope you can do the right thing and not ask the server to farm like the 5-8 of us that get nuts in game


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on April 18, 2013, 09:09:31 am
I'll start off by saying that I have 18 toons that all have UC2, all have full 7.0 epics with full Strike 9 augs.  Most of them are full T7 with the exception of needing a few single bracers, and a couple of accessories.  My 2 warriors and 1 SK have Shield 40, and my main tank has UW8.  I have 3 clerics, 2 paladins, and a Shaman for healing in 3 groups.

I zoned in to Loping Plains today, fully buffed my toons, and proceeded to attack the 4 mobs just outside zone in.  I managed to live through the pull, but 11 of my 18 toons were killed within about 10 seconds.  I didn't resist any spells on any of the toons, including the one with UW8...  The Mage 7.0 and Bst 7.0 pets were dead in the blink of an eye (they should be able to live in T8, or there is no point to them)

IIRC, there were a list of items that were NEVER going to be part of progression, they were going to be optional for people who wanted to be more powerful...  I could be wrong, but I think the list includes UC, UCv2, SoA, SoT, UW...

If the zone is tuned and balanced for the current server content, then a raid of 3 groups should be able to zone in, with Full T6 gear and 6.0 weapons (without optional gear) and be able to kill the first group of mobs they encounter.  Maybe they have to use crowd control for a pull of 4, but they should be able to do it with that gear.  By the time they have some T7 gear and a couple of 7.0s they should be able to pull 4 and live.  In T6 gear they should have a chance to resist the spells, not 100%, but some chance.  By the time they are in full T7 gear they should almost always resist the spells.

If a raid of 18 toons with full T7 gear, and every possible piece of optional gear, they should absolutely own the zone, with no questions asked.

Please return T7 to the way it was, until a more reasonable implementation of changes can be worked out.

Hunter, I ask that you take a look at this zone.  Create yourself a group of toons that have T6 gear with reasonable amounts of upgrades (SoA on tank, UC2 on a few, etc) with no UW at all.  Work out spells, and resists (adding heroic resists to current gear might be a way) and make it so you can kill there...  As it stands, the game ends at T6 for about 99.9% of the server.

If you have a test server, I would be happy to have my 18 toons copied over and their gear set back to T6 to help you do some testing.

I thank you for all that you do for us, and I am sure this will get worked out.


Title: Re: T7 Discussion (Merged)
Post by: 1flytrapp on April 18, 2013, 09:21:44 am
+1 Brokyn . if the 1st 3 mobs done that to you. then killing bosses will be impossiable


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 09:22:22 am
Seems I might have to reduce the damage on the spells, and maybe even their melee too to balance it out.

There will be spells. Just need to guess to balance so people can survive.

Going to bed, will work on it tomorrow.


Title: Re: T7 Discussion (Merged)
Post by: Sarthin on April 18, 2013, 11:20:22 am
Can't be easy to find a compromise for the difficulty of the content. Thank you Hunter for trying to work this out. It only seems fair that the people with the optional gear as Brokyn put it, should stand a higher chance of succeeding in the zone. I understand people like Fugitive totally, on the other end, kudos to you Hunter for trying to make this challenging. It must be tough to balance things out when you have regular geared people and quite a few uber geared people like Fugitive, Brokyn's army and so on.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 18, 2013, 12:29:50 pm
Blarr, Brokyn, Brunna (spellin) Groups are Devastating nightmares laying waste in front of them, also they are geared way above and beyond what a "normal" above casual player will ever be geared, and they getting their asses handed to them.. These guys, not me are your best players. I just not-so humbly keep up(gear wise) and stay vocal (i.e. Troll)

Instead of being head strong about putting these spells on T7 so quickly.. why not look why ToFS is failing (same group'ish of spells) then pace yourself with adding spells to the zone or save them for T8.

-Factors that are breaking the game Why you see so many End game  or almost end game folks

-OT 2million every few hours. (There is no PVP and there will never be any no matter what people try to say to keep a 2m drop in game. A player with UWs can just lock it down) ( this needs to be reduced to 2x250k gems if it is to stay imo) ( /stick 5 behind /attack on)

-BUs which you fixed already. They pushed 60%+ of the server way beyond what they would have ever accomplished and a light-speed rate.

-Carrots like the 1 EZ Credit in ToFS? Seriously you want me to spend 100-200+ hrs keying my goons that are already done with the game for 1 EZ Credit. The players that can "Kill" Tsserrina already probably have most of the clickies and whatever else "donor" items. ( and only players probably able to kill this boss is Agony/Stained and Magister.

- Server is taking a dangerous curve to being "need Donor equipment to do anything here server"..

- This list can go on and on but stopping now cause I'm not intentionally trying to piss in your Cheerios.


I know you are asleep and going to look @ stuff when have a clear head, I'm just typing my frustrations and venting without trying to step on a peepee here or there..






btw.


I log on to have fun, shoot the crap with a group of players I consider friends.

I log on to get a sense of accomplishment not feel like a full time job to just gear up through a tier.

Lately I log on and get locked in a 4+ hour run just to hopefully get a item I may or may not need.. results don't even start paying out till 2+ hours that I get locked into. That in itself is a large commitment.


I can't find myself to log on just to "hope" I can clear a mob or boss that is "way beneath me" ...

I can't find myself to log on when being a new person here(if I was one) .... is.. close to impossible in my eyes to catch up without Massive PLing from end'ish game players.




The Treadmill is near Vertical and you still want people to get on and play/donate/have fun...
We need a safety net




Title: Re: T7 Discussion (Merged)
Post by: Kwai on April 18, 2013, 12:37:42 pm
I agree with some of Broklyn's idea

Quote
Create yourself a group of toons that have T6 gear with reasonable amounts of upgrades (SoA on tank, UC2 on a few, etc) with no UW at all.

But would modify it as follows:

Create yourself a group of toons that have T6 gear with no upgrades (SoA, UC, UC2) and no UW at all.  Those items were not supposed to be required to progress so any zone should be doable without them.

Lots of good points made in this thread, but the overriding theme should always be "is the zone tuned for the fresh arrival who isn't God Mode geared".  IMO it was very hard for my 18 when they zoned in the first time.  I don't (and won't) have SOA or UW but do have 18 UC (1&2) and can assure you the zone was still a challenge the first few weeks until I geared them up.  If I had tried this zone without the UCs then I would have been stopped at the first 4 mobs.  That's with clerics and pallys in each group.  These changes stop me again.

You asked the question why put spells on the mobs if they are going to be 100% resisted.  I'll ask, why put spells on mobs that wipe entire raids of non God Mode players?  and ... Why should regular players even bother playing the game if it's tuned to challenge and kill the God Moders?

I'm sure it's frustrating to see your content beaten, but from the non uber grinder point of view it's doubly frustrating since my chosen game just shut me down on a whim.  Leveling up gear in a zone has always been the key to minimizing effort and maximizing reward in every game I have played so please do not penalize those who have done it by rewriting the level of difficulty.  I'd like to get back to farming bane weapons and augs.

Thanks

Dokk/Bronc


Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 18, 2013, 01:15:10 pm
I knew this thread would get attention after these changes went live. I will not be up there as long as charm is in there. It is an extremely annoying feature that I detest. Fear and DT fit into the same slot as charm, all annoying and game ending for me as they make it not fun. Putting spells in that my 1500+ resist warrior would not be able to resist is silly because it is balancing content against something that was said to never be balanced against. I put a large part of my progression on hold and farmed a UW so that I could do the zone with 6 toons instead of having to gear 3 groups. As it is right now even if I did get 3 groups up with all optional gear I would still get my ass handed to me. Going to give it a few days to see if this gets unbroken before I move on but if this is the way it is going to I am going to go find something fun to do.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 18, 2013, 01:21:50 pm

Don't forget Brokyn's awesome post above


If a raid of 18 toons with full T7 gear, and every possible piece of optional gear, they should absolutely own the zone, with no questions asked.

]Please return T7 to the way it was, until a more reasonable implementation of changes can be worked out.

If you have a test server, I would be happy to have my 18 toons copied over and their gear set back to T6 to help you do some testing.

I thank you for all that you do for us, and I am sure this will get worked out.



Title: Re: T7 Discussion (Merged)
Post by: Crabthewall on April 18, 2013, 01:27:24 pm
Haven't played in ages but I'm with whoever said that spells like DT/Fear/Charm have no place in EQ mechanics almost 100%. I'm not against some usage of Fear (light - long recast periods with ability to resist from the get go) but DT and irresistible charm really are bad spells/tools. I actually feel the same about root combined with knockbacks - yes there are game mechanics to prevent it from being a problem but it doesn't solve an issue in an encounter generally so why do it? Just to require more button mashings is how it feels sometimes.


Title: Re: T7 Discussion (Merged)
Post by: Ybik on April 18, 2013, 01:43:36 pm
You asked the question why put spells on the mobs if they are going to be 100% resisted.  I'll ask, why put spells on mobs that wipe entire raids of non God Mode players?  and ... Why should regular players even bother playing the game if it's tuned to challenge and kill the God Moders?

It could also be said why put the "God Mode" items in the game if everything is going to be tuned to the point they no longer offer an advantage. Part of the draw of the UW would seem to be the ability to resist spells that others can't. If the resist check is so high that even someone with an UW can't resist the spells then whats the point of having heroic resists? It would seem silly to farm something in your current tier (100 essences) just so that you can dominate the previous tier, ideally players want something that will help them with the current or next tier of content.

The unresistable charm also seems to overly punish those who spent the time to get a high level UW. If you have to unequip it for boss fights then it seems like an awfully large investment to be able to pull trash better. I suppose people could level up a tank with no weapons specifically to be charmed (or use a current character if they can survive long enough to be charmed) but it definitely doesn't up the "fun factor" of the game.

Anyway, I just wanted to add my 2 cents worth. Thanks for listening.


Title: Re: T7 Discussion (Merged)
Post by: Digz on April 18, 2013, 05:13:18 pm
I could see about adding Heroic resist to ranked items like RoA, SoA, Mana Necklace, UC, etc, they would all add up, so would have to be only a little bit per item/rank.

i vote for this 100%


Title: Re: T7 Discussion (Merged)
Post by: Anuli on April 18, 2013, 06:34:43 pm
 How about  change the UW heroic resists down 200 each rank  so that UW3 begins the heroic stats, then add t6 armor heroic stats that add up to 200. If someone with no UW full t6 has 700 total resist, make the spells check to around -700 since that would be bare minimum to be in zone anyway and they can be hit with spells with a small chance to resist, then add up another 100 heroic stats to full t7 armor so that with full t7 gear you have a small chance to Not resist. that way toons with less than full t7 have more chance to be hit while full gear hardly gets hit. Acessories like uc and SoA have a little bit also but comparitive to an arm or a leg.

T8 spell  resists can build off solely armor resists of full t7 and so forth. The resist number i used is just an example. Idk how exactly resists math works and what the variability is.

This way people with t6 armor and UW don't lose the stats they already have while allowing people without UW(or RoA) to hold their own in there, the rest just have it easier. It's up to the individual to farm more resists if they need them.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 07:10:10 pm
TL;DR

Just waking up.

Will see how I can make it easier for next reboot.

Looking at reducing how often mobs cast.

Lower damage of spells and melee.

Adding Heroic Resist to ranked gear like RoA, SoA, etc.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 18, 2013, 07:16:35 pm
The knock-back root has got to go honestly, this does nothing to help factor in difficulty just makes it .. <insert political correct term here>

Charm on bosses has got to go.

A lot of players willing to help out with feedback.

spells like DT/Fear/Charm have no place in EQ mechanics almost 100%. I'm not against some usage of Fear (light - long recast periods with ability to resist from the get go) but DT and irresistible charm really are bad spells/tools. I actually feel the same about root combined with knockbacks


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 07:29:49 pm
Root is only 0.6 minute duration? Not like some 15-30 minute duration thing.

I can see how knock back and charm would get annoying. Will reserve that for some dungeon lol crawls later then, and replace it with other rains or dd for now.

Already not using DT or fear in Loping Plains.

Updates will be effective after reboot as always.



Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 08:05:32 pm
Balance is a guessing game.

For npc spells, its a proc chance plus recast time.

For ToFS and T7, I've lowered their proc chance. So they'll attempt to cast spells fewer rounds.

Made most of the T7 spells to have lower damage, and lower resist check. So people without UW can start resisting stuff too if they have other stuff like RoA, SoA, UC, etc.

Added 250 Heroic Resist to UCv1 and 500 Heroic resist to UCv2. Seems RoA, SoA, and Mana Necklace already had Heroic Resist on them.

Added -800 resist check to Charm which should allow most players to resist, although only main tank really needs to resist this. Probably require 1150+ resist to magic to resist Charm now.

Will see maybe about adding a new line of augments for Heroic Resist, just like HP Augs. Maybe the way our LDoN used to be, combine 2 of same rank to get next rank, which exponentially gets harder/longer to do. Would probably make it work for any slot slot type, basically no restrictions. Can be worn in any item, any aug slot type, etc. So maybe 15+ different armors could have all ranked Heroic Resist Augments for X total amount at the max rank. Farm them in ToFS so anyone that spends considerable time in ToFS would eventually resist everything. Would be just as valueable as HP in the long run.







Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 18, 2013, 08:29:58 pm
These changes are sounding promising. Thank you for listening.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 18, 2013, 08:33:31 pm
SoA don't have hero stats


Title: Re: T7 Discussion (Merged)
Post by: fjamso on April 18, 2013, 09:45:09 pm
uuuuh yeah bebe!  Leaderboard resist!! :)


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 18, 2013, 09:46:07 pm
New spell file?


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 09:50:15 pm
Testing recipes then will unlock world. Almost done.


Title: Re: T7 Discussion (Merged)
Post by: Drep on April 18, 2013, 10:18:08 pm
It could also be said why put the "God Mode" items in the game if everything is going to be tuned to the point they no longer offer an advantage.

This is the key to it all!  Over the last year, things keep getting tuned to the folks with the gods items.   Fugitive is a machine! A few guilds are machines!  Awesome that they have the god items! They deserve it for sure spending that time to get it!    But the other 90% of the server aren't them.   If these folks can't survive in a tier with all these 'god items'...how in the hell can the other 90% who play here survive? Ever!  Since the other 90% of the server aren't them, how many years is it going to take for a player to get a single one of these items?

People of this caliper 'should' be able to go back and rape tiers.  That's natural cause and affect.   Changing things over and over to compensate a few folks godliness is asinine. 

They sure as hell deserve the gear they have, but at the same time the content in the game can not be geared specific to that.   

They deserve the right to be god mode from the time they spend and the rest of the population shouldn't be punished for it.

cheers :)

Drep


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 18, 2013, 11:06:48 pm
It could also be said why put the "God Mode" items in the game if everything is going to be tuned to the point they no longer offer an advantage.

This is the key to it all!  Over the last year, things keep getting tuned to the folks with the gods items.   Fugitive is a machine! A few guilds are machines!  Awesome that they have the god items! They deserve it for sure spending that time to get it!    But the other 90% of the server aren't them.   If these folks can't survive in a tier with all these 'god items'...how in the hell can the other 90% who play here survive? Ever!  Since the other 90% of the server aren't them, how many years is it going to take for a player to get a single one of these items?

People of this caliper 'should' be able to go back and rape tiers.  That's natural cause and affect.   Changing things over and over to compensate a few folks godliness is asinine. 

They sure as hell deserve the gear they have, but at the same time the content in the game can not be geared specific to that.   

They deserve the right to be god mode from the time they spend and the rest of the population shouldn't be punished for it.

cheers :)

Drep

I'm not exactly tweaking end game for someone to have max RoA, max SoA, max Charm, etc.

It's just a guessing game how much lesser geared players can handle without making it too easy for max geared players.


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on April 19, 2013, 10:37:43 am
The original discussion was in http://ezserver.online/forums/index.php?topic=3698.0

I'd like to start a new discussion to help Hunter with tuning T7 for the current player base.  If you have something negative to say, and you don't have a suggestion for a solution, take it somewhere else.  This thread is for productive discussion of ideas to make T7 work, and hopefully to balance things going forward from here.


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on April 19, 2013, 10:52:01 am
I went into T7 again today after the changes.  I am thinking that the level of difficulty that is there now might be suitable for T8.

If I pull more than 1 mob, the spam from spells casting from them is unbearable.  I resist them all now with UW and UC2 and SoA added heroic resists, as expected.  However, the rest of my team who all have UC2 and full T7 gear are not resisting at a very good rate.  I can't pull a train of 5 mobs because half or more of my toons get rooted.

There are a couple of things I would like to see...

Firstly, if Hunter and possibly Hateborne have the time, I would like to see a more comprehensive list of NPC spells for the game.  SKs should cast SK spells, Rangers should shoot arrows, Wizards should nuke, and Enchanters should try to mez, Warriors shouldn't cast spells, etc.  Currently there seems to be 4 or 5 spells in T7 and every mob, caster, or warrior or SK casts all of them.

Secondly, I think the NPCs are still casting far too often.  I would think that cutting the casting in half at least would be a good start.

Thirdly, I think the resists need to be further adjusted.  I am still under the impression that if you have level appropriate gear (ie T6 gear for T7) that the content should be doable with some level of comfort (ie pull 1 or 2 too many and survive if you are good, pull 4 or 5 too many and res and regroup).  I can't test with certainty because my toons have T7 gear, and UC2s, etc, but I am certain that T6 geared toons would get completely owned in this current set up.

As it stands now, the content up till 2 days ago seemed to be fairly close to balanced out, because the spells were not being used.   I would request that Hunter consider returning T7 to the way it was a few days ago, but add spells to the bosses, not the trash.  It would increase the difficulty, without increasing the time commitment required to get to where the reward for the hard work is (you have to pretty much clear the zone to start to reap the rewards).  Then, implement the new resists, and spell sets on NPCs in T8, remembering that T7 geared players without all the "optional" gear should be able to function there =)>

Please discuss...


Title: Re: T7 Discussion (Merged)
Post by: fjamso on April 19, 2013, 11:00:14 am
I think the idea was to get resist augs in ToFS?


Title: Re: T7 Discussion (Merged)
Post by: hateborne on April 19, 2013, 11:12:07 am
Petty Note: We don't need everyone creating new threads for everything, especially when the previous one was the exact same topic. :-P



I tried this before with ToFS mobs. I built spell groups for all the NPCs with spells out of the ~400 spells I've written (just with higher resist mods and scaled up damage). They never got attached to the NPCs. Setting up the NPCs to use class specific spells isn't overly difficult, but it's a bit tedious to initially set up. It can be done, but I simply don't have the time to rebuild entire environments anymore to keep testing things and building turnkey files. New spells or damage adjustments can be made with a bit of math and a collection of info from spells near in content level (read: tier). They only need a trivial amount of testing time to ensure they work as desired and the damage scales correctly. Building entire groups of mobs without having any info will essentially require Hunter to manually 1-by-1 each npctype in the zone to attach the npc_spells ID to them.

I could easily build them here at work with a pretty large portion of DB (specifically, ENTIRE npc_types, npc_spells, npc_spells_entries, spawn2, spawnentry, and spawngroup). Even then, anything that is script spawned will need to be manually fed to me (the bosses in Abyss for example, I would need their name and/or npc_type ID; any custom zone T3+).

Even for older content with the info above, diverse npc_spells groups could be built for mobs. This would change mobs from "procing" spells to actually casting. This would also allow a recast timer to be set on them.

As always though, it's Hunter's sandbox. We're here because he decides to let us play here.


-Hate


Title: Re: T7 Discussion (Merged)
Post by: hateborne on April 19, 2013, 03:26:05 pm
Actually, on second thought: some of the lower content zones are fine. PoD and HoH come to mind. Though T3/T4 bosses could use some class diversity (separate the bosses into classes with class-specific spells), same with T5 bosses, and I'm guessing T6 as well.

Anywho, let me know. I am still waiting on some info back from the bossman to continue writing up all the nonsense for the spell research system.


-Hate


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 19, 2013, 05:11:54 pm
I think I'm working with npc proc spell values that are too high. For example 15-25% chance per melee hit to proc spell, and if mob hits 4x in 1 round, then thats 100% chance to cast something.

The spells are fine, maybe just casting too often. Will lower to maybe 3-8% depending if boss, etc.

Also, after a specific certain spell is casted by the mob, there is however a re-cast delay before that spell can be casted again. So it might currently seem like the trash/bosses are unleashing ALL their spells in first 5 seconds, then 30-300 seconds until next recast.

Anyways, will play with the proc chance on mobs, make it much lower which should help.

I agree, mobs should have their own set of spells to make it more interesting. Just takes more work. I bet after we do this once then we can scale the damage on the npc table and use the same SK spell list for all SK mobs in all tiers, and same for Clerics, Wizards, etc. Several people suggested this already, including maybe hate.

Thanks for bearing with us during tweaking of new spells etc.

About ToFS - Stone of Heroic Resist
ToFS should help a LOT with resist. I don't expect anyone to get a Rank 20 Stone of Heroic Resist, but ranks 5-10 would be reasonable. The aug fits in ANY slot. So how many slots does all your armor have total? Over 50 possible slots? If just rank 5 stone is in each slot at 25 Heroic Resist each, then x50 that would be 1,250 additional resist to what you already have! Now if you have just the basic armor (No UC, No RoA, No SoA, No Mana Necklace, etc) then your base 600 Resist + 1250 would be 1850 Resist from from using rank 5 stones from ToFS. I'm not setting end game tiers to be balanced towards ToFS, but I am making ToFS stuff to make end game easier. With all the different Ranked Items that give Heroic Resist now, should be fairly easy to get very high Heroic resist without having to have a max rank anything, just add up the low to medium ranks of everything to get decent resist. Hope makes sense.

I'm going to lower the chance to cast on all mobs in ToFS and T7 b a lot more, probably 1/2 of what its currently doing, see how much that helps out. I don't want every mob to be melee warrior not cast anything else that'd get too easy, esp for the afkers.


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 19, 2013, 05:22:13 pm
Moved my post to here:

http://ezserver.online/forums/index.php?topic=3705.0


Title: Re: T7 Discussion (Merged)
Post by: Natedog on April 19, 2013, 05:56:51 pm
All spells are melee procs? Or do they have a melee proc and spells?


Title: Re: T7 Discussion (Merged)
Post by: Hunter on April 19, 2013, 06:00:26 pm
Its sort of like a melee proc.

Each time mob swings, there is chance of it casting a spell.

I can even add spell cast time and mana cost if I wanted.

And there is re-cast time.

So yeah, when mob swings, thats when the game decides if the mob will cast.


Title: Re: T7 Discussion (Merged)
Post by: Raygan on April 23, 2013, 07:26:54 am
Guess this is where this topic should go...I think you need to take out whatever spell is knocking toons all over the zone in T7.  I understand making the zone more challenging but my toons keep getting flung into mobs all over the place and aggroing more stuff.  The changes are making content more aggravating not more challenging.
(moved this post to here as this is a better place for it)


Title: Re: T7 Discussion (Merged)
Post by: Brokyn on April 23, 2013, 07:49:30 am
If you are planning to leave T7 spells in place, I would ask that you increase the respawn time to 8 hours from 4...  My clear time for the zone has doubled, and I have very little time to work on bosses before a respawn, in full T7 gear, etc, etc...  A new crew into T7 won't have a prayer.


Title: Re: T7 Discussion (Merged)
Post by: Brunaa on April 23, 2013, 08:01:10 am
I fully agree with Brokyn



Title: Re: T7 Discussion (Merged)
Post by: Brokyn on April 23, 2013, 09:42:25 am
Also, in a related topic...  Can you add subtract 10k from the resist for Mark of Emperors/Mark of Karn line, so we no longer resist the heals from our Cleric's spells :)

Thanks


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 23, 2013, 10:00:49 am
If you are planning to leave T7 spells in place, I would ask that you increase the respawn time to 8 hours from 4...  My clear time for the zone has doubled, and I have very little time to work on bosses before a respawn, in full T7 gear, etc, etc...  A new crew into T7 won't have a prayer.

Got 2 full groups and they all get whacked and I run overhealing parties... this is sad can't even go back.to T7 with full T7


Title: Re: T7 Discussion (Merged)
Post by: hateborne on April 23, 2013, 11:06:35 am
Also, in a related topic...  Can you add subtract 10k from the resist for Mark of Emperors/Mark of Karn line, so we no longer resist the heals from our Cleric's spells :)

Thanks

I'll see what I can do.


-Hate


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 23, 2013, 08:13:30 pm
Its sort of like a melee proc.
Each time mob swings, there is chance of it casting a spell.

this is not working as intended period, when mobs just proc on EVERY hit and Control your Toons for you by throwing and pulling and yanking them.. it is a copout effect not to make it more difficult just .... undesirable to play at all.


The chain stuns and twirls from ToFS same shit.. undesirable to play at all.

Having buffs stripped off over and over and over and over .. copout undersirable

Adding HR to compensate isn't working I have plenty augged up and still getting .. the above listed..


Brokyn's posts have nailed it..  I'm not going to sit and type out everything everyone has said.. YOUR Players are unhappy with this.. and I know you are trying to tweak it .. but FORCE FEEDING isn't the way to go...small changes .....not the whole damn system @ once..

This would have been a good addition to T8 with some balance..  >:(


Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 23, 2013, 08:30:51 pm
Picking the zone that no one likes and spreading what they don't like about it to other zones and then forcing them to go into that zone so they can go back to the other zones, that they now don't like is not the way to add challenge. It is the way to make people not like the server.


Title: Re: T7 Discussion (Merged)
Post by: hateborne on April 23, 2013, 08:55:53 pm
lol@rage
lol@<RAGE>
lol@self quoting


/afk


-Hate


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 23, 2013, 08:57:30 pm
lol@rage
lol@<RAGE>
lol@self quoting


/afk


-Hate

 ;D   ;D   ;D

if you ever got out of T5/6 you could share some of this =D /passes the pudding


Title: Re: T7 Discussion (Merged)
Post by: hateborne on April 23, 2013, 09:29:23 pm
lol@rage
lol@<RAGE>
lol@self quoting


/afk


-Hate

 ;D   ;D   ;D

if you ever got out of T5/6 you could share some of this =D /passes the pudding


No thanks. I'm too busy fixing stuff when I do play, working, being a whore, and trying to continue advancing a career. :-)


-Hate



EDIT: And unless the raid instances are lasting more than a few hours, I don't have the time to sink into T6 in 1 sitting.


Title: Re: T7 Discussion (Merged)
Post by: Sarthin on April 24, 2013, 05:03:33 pm

EDIT: And unless the raid instances are lasting more than a few hours, I don't have the time to sink into T6 in 1 sitting.


Are there any good reasons raid/ guild instances aren't lasting longer than they do atm.?


Title: Re: T7 Discussion (Merged)
Post by: Peign on April 24, 2013, 07:15:15 pm
Raid instances last a couple of days, same with Guild instances.     I've not had a problem with them thus far.   


Title: Re: T7 Discussion (Merged)
Post by: Raygan on April 24, 2013, 08:13:12 pm
Started working on a t7 instance this evening...looks like ya'll have done a good bit of toning down on the mobs.  It is bareable now.  I still like the idea of extending the respawn timer on the mobs though.


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 24, 2013, 08:16:15 pm
Up the reward part... risk vs reward and time invested is lacking a little

-Spawn chances

-Maybe add to bosses loot tables
Leaf
Lower tier esse (dimurwar idea i.e Bat-Qvic, Envy-Tacvi, Glut-T1, and so on)
SLS





Clear is double + old time, even on full geared toons..


It's getting there

 ;D


Title: Re: T7 Discussion (Merged)
Post by: Xiggie | Stone on April 24, 2013, 08:41:55 pm
I really like the idea of lower tier ess dropping there. Seem that would make rezing my group every other battle a bit more worth it.


Title: Re: T7 Discussion (Merged)
Post by: Natedog on April 24, 2013, 08:42:43 pm
Copy the zone over to another Version of the zone ... so players who want harder difficulty can do the zone with harder NPCs with higher chances of loot!  ;D


Title: Re: T7 Discussion (Merged)
Post by: Fugitive on April 24, 2013, 08:43:21 pm
Copy the zone over to another Version of the zone ... so players who want harder difficulty can do the zone with harder NPCs with higher chances of loot!  ;D

+1

Still now though the clear times in the normal has been extended huge.


Title: Re: T7 Discussion (Merged)
Post by: Dimur on April 24, 2013, 08:46:17 pm
Me likey, I'd much rather do T7 for essences with increased difficulty than mindlessly back farm.


Title: Re: T7 Discussion (Merged)
Post by: Caryatis on April 27, 2013, 12:33:19 pm
Quote
Each time mob swings, there is chance of it casting a spell.

I can even add spell cast time and mana cost if I wanted.

And there is re-cast time

You need to do some homework, that is completely incorrect.


Title: Re: T7 Discussion (Merged)
Post by: Kwai on April 27, 2013, 12:44:53 pm
Quote
Each time mob swings, there is chance of it casting a spell.

I can even add spell cast time and mana cost if I wanted.

And there is re-cast time

You need to do some homework, that is completely incorrect.

Do you mind expounding on that?  Inquiring minds want to know.  What is the correction?


Title: Re: T7 Discussion (Merged)
Post by: Natedog on April 27, 2013, 01:58:39 pm
Quote
attack_proc - The combat proc that an NPC with this spell set will add to their list of procs.

proc_chance the % chance that the specified proc will trigger on hit.



The spells in this list (and potentially a single parent list) will be loaded at spawn time, and sorted by increasing priority. Basically, the lowest priority value spell will always be chosen over a higher priority value spell. There is no garuntee which spell will be chosen if two of the same type of spell are set at the same priority, but only one will be used (currently).

Thats copy pasted from the EMU wiki ... not sure how accurate it is though as a lot of the wiki information gets outdated pretty fast and people forget to update it.

I myself have only tested adding re-cast times to spells to balance NPCs so they don't wtfpwn people.




Title: Re: T7 Discussion (Merged)
Post by: Kwai on April 27, 2013, 02:45:51 pm
How is that different from?

Quote
Each time mob swings, there is chance of it casting a spell.

Sounds like hunter was on point accurately compared to the Wiki.  If spell casting is part of combat_proc then each swing can produce the "CHANCE" for a spell to be cast.


Title: Re: T7 Discussion (Merged)
Post by: Natedog on April 27, 2013, 06:13:38 pm
I was just posting the information from the Wiki... I don't 100% know how it works.

Was just replying to what he asked.


I would log in and test... but I keep getting "Unknown error has occurred" for every server I try to log into :(


Title: Re: T7 Discussion (Merged)
Post by: Natedog on April 27, 2013, 08:31:55 pm
It seems it can "Cast" and Proc at the same time.


Gave a mob a 100% chance to proc Death Touch and gave her 2 spells Combustion and Ice Comet.  (5 sec cooldown on Combustion and 20 sec cooldown on Comet)

Every combat round she would DT ... and use 1 spell if it was ready going in priority.


-1 for mana cost -- seems to use the mana cost from the database

-1 for recast -- seems to use the recast from the database! So I did this...

Code:
SELECT * FROM spells_new WHERE recast_time = 0 AND goodeffect = 0 AND effectid1 = 0;

Grabbed a random DMG spell that i created that was a 1000dmg Nuke with NO cast time and NO Recast time...


I set  -1 as the recast inside the npcspellentries   (so it grabs the recast time from the spells table) ... now the NPC has a Gatling Gun spell that she spam casts like shes Al Capone mowing down some mobsters.




Loping Plains Acid Rain -- has 0 cast  0 Delay ...  (unless its a proc only) 


Frozen Poison III -- has 0 cast  0 Delay ...  (unless its a proc only)

But if you have this spell on a Cast List ... then you must add a recast time otherwise it will be 0 sec recast with 0 cast time... making them Bringer's of Death... doing 100k AoEs every attack round... going pew pew pew!