EZ Server

General Category => General Discussion => Topic started by: Solbash on December 30, 2012, 08:41:07 pm



Title: White Damage on Epics
Post by: Solbash on December 30, 2012, 08:41:07 pm
To help the new players since everyone thinks they have been kind of neglected here lately and catering to high end players, could we look at upping the white damage on epics.


I know the damage cap is 255 if you dont have SoD+, and with the push to convert to UF, you could scale the white damage on epics to help out with the progression and damage gap between augs and working on augs.

Just my 2cp

Discuss


Title: Re: White Damage on Epics
Post by: Hunter on December 30, 2012, 08:48:24 pm
I've doubled all weapon damage except Halloween Weapons.

Still trying to balance out new tweaks to combat since rounds should now be slower.


Title: Re: White Damage on Epics
Post by: marxist on December 30, 2012, 09:04:58 pm
worried about kraken + tempest blade line of spells not being buffed, will make bards less usefull and shaman near worthless


Title: Re: White Damage on Epics
Post by: marxist on December 30, 2012, 09:10:33 pm
halloween dps weapons are now pretty bad


Title: Re: White Damage on Epics
Post by: MacofMacs on December 30, 2012, 09:13:03 pm
In on bard + shaman


Title: Re: White Damage on Epics
Post by: clbreastmilk on December 30, 2012, 10:40:27 pm
Were pally weap heal procs compensated for the lower delay on epics?


Title: Re: White Damage on Epics
Post by: Fanon_Emarr on December 30, 2012, 10:40:40 pm
worried about kraken + tempest blade line of spells not being buffed, will make bards less usefull and shaman near worthless

I think this could be solved by upping the base damage or healing of these abilities, or maybe by tweaking the recourse on the heals that are impact. Shall we compile a list?

Kraken line
Tempest Blade line
Mark of Emperors line
Crusader Fury line
Holy Zealotry line

What are the SK imbues?


Title: Re: White Damage on Epics
Post by: marxist on December 30, 2012, 10:40:58 pm
paladin heals, zerker procs need balancing

holy zealotry doesn't need fixing, its a proc'd hot with near 100% uptime


Title: Re: White Damage on Epics
Post by: Felony on December 30, 2012, 11:22:01 pm
paladin heals, zerker procs need balancing

holy zealotry doesn't need fixing, its a proc'd hot with near 100% uptime

Agree with you on this one.
Crusaders Fury I / II may/maynot need adjustment. Since you cant have both Fury and Zealotry up at same time I have no idea since I prefer Zealotry


Title: Re: White Damage on Epics
Post by: marxist on December 30, 2012, 11:26:45 pm
fury needs adjustment, zealotry does not


Title: Re: White Damage on Epics
Post by: Fanon_Emarr on December 30, 2012, 11:51:33 pm
fury needs adjustment, zealotry does not

I think buffing Zealotry would be a better approach than increasing the epic heal because it addresses what was nerfed, and that's the reliability of the heals, not the quality of them.

Increasing the epic heal would just result in additional overhealing without really helping much with burst, which is the pally's greatest enemy. Beefier Zealotry would help carry the group between the now-less-frequent heal procs.


Title: Re: White Damage on Epics
Post by: marxist on December 31, 2012, 12:07:38 am
zealotry is always up, and is a pretty big heal already


Title: Re: White Damage on Epics
Post by: Hunter on December 31, 2012, 12:32:58 am
Were pally weap heal procs compensated for the lower delay on epics?

All npc's had a 30% decrease (or -30 haste) for melee speed. This should help with the heal procs AND be a HUGE BONUS for healers via spell casting like Clerics Group Heal, Heal of Time, etc.



Title: Re: White Damage on Epics
Post by: Felony on December 31, 2012, 12:36:46 am
Were pally weap heal procs compensated for the lower delay on epics?

All npc's had a 30% decrease (or -30 haste) for melee speed. This should help with the heal procs AND be a HUGE BONUS for healers via spell casting like Clerics Group Heal, Heal of Time, etc.



It's a across the board decrease in attack speed as you were saying before you made the change. What some are asking about is did you want to consider increasing the proc mod for *only* the heal proc on epics.
Lower tiered players are complaining about deaths that did not have to content with prior to the change.
The top end players so far are not complaining (the ones I talk to. Waiting to see what the ones T6+ that I dont normally talk to say.)

I can not speak up on the healing as I run 3 healers in my group to buffer against changes like this.


Title: Re: White Damage on Epics
Post by: marxist on December 31, 2012, 12:38:45 am
was thinking more of the damage end of the pally epic proc, should have clarified that previously


Title: Re: White Damage on Epics
Post by: Hunter on December 31, 2012, 03:05:54 am
Increased damage again.

Regular weapons with white damage now have another 2.5x increase in addition to previous 2.0x increase.

Halloween Weapons will be 4x more damage. They were OP anyways before and needed tweaking.

Strike Augs already were 5x damage.

Anger IV and V now 5x more damage.

Cleric Epics 3.5 - 7.0 got more weapon damage increase.

As stated before, I made all npc in the game 15% slower (haste) so that gives heal procs more time to take effect. Also this is going to be a HUGE plus for Clerics, Druids, and Shamans that cast heal spells.

Added several Pratice Dummies to nro zone. They have 100,000,000 HP, 8 Million HP Regen per second, and 3500 AC which is raid mob AC. They are non-aggro so Rogues can even parse their backstab without the mob turning around or dying.





Title: Re: White Damage on Epics
Post by: wolfegunr on December 31, 2012, 03:18:52 am
Sounds like positive changes... was going to ask about a new practice dummy for parsing, good deal.


Title: Re: White Damage on Epics
Post by: Solbash on December 31, 2012, 03:44:29 am
Thanks for the swift update hunter :)


Title: Re: White Damage on Epics
Post by: Fanon_Emarr on December 31, 2012, 08:13:43 am
Were pally weap heal procs compensated for the lower delay on epics?

All npc's had a 30% decrease (or -30 haste) for melee speed. This should help with the heal procs AND be a HUGE BONUS for healers via spell casting like Clerics Group Heal, Heal of Time, etc.



It's a across the board decrease in attack speed as you were saying before you made the change. What some are asking about is did you want to consider increasing the proc mod for *only* the heal proc on epics.
Lower tiered players are complaining about deaths that did not have to content with prior to the change.
The top end players so far are not complaining (the ones I talk to. Waiting to see what the ones T6+ that I dont normally talk to say.)

I can not speak up on the healing as I run 3 healers in my group to buffer against changes like this.

Running a 4.0 Pally as my only healer in a T2-T4 mixed group in HoH and I'm not having any more trouble staying alive than I did before the changes. I'm running Zealotry I and a Sorcer charm (almost UCv1, but not quite). I do have KHH w/ 100% uptime (4.0 bard in group). I have a 4.0 Cleric with a whopping level 5 Oracle for backup and I haven't had to use him.



Title: Re: White Damage on Epics
Post by: Fjord on December 31, 2012, 10:18:16 am
The only suggestion I would add is to beef up the Zerker procs by at least a little bit (not 10x or whatever craziness). They were pretty unique in their AE capability and I'd rather still have that even if it means taking a hit on single target white damage compared to the others.


Title: Re: White Damage on Epics
Post by: Ybik on December 31, 2012, 10:18:37 am
Hunter you might look into things like the poison in t1-2. Since the paladin epic won't proc as much it will take longer for people of that tier to clear the poison. Just a thought.


Title: Re: White Damage on Epics
Post by: Fugitive on December 31, 2012, 03:31:05 pm
BTW , we broke 400 online and lag looked absent hope it stays this way


Title: Re: White Damage on Epics
Post by: Hunter on December 31, 2012, 06:23:34 pm
The only suggestion I would add is to beef up the Zerker procs by at least a little bit (not 10x or whatever craziness). They were pretty unique in their AE capability and I'd rather still have that even if it means taking a hit on single target white damage compared to the others.

If I remember, Zerkers had their own special AoE proc on their Epics? Then yes I'd need to modify these in the spells table by seeing which spells are proc'd of Zerker epics and then x5 them.


Title: Re: White Damage on Epics
Post by: Fjord on December 31, 2012, 10:29:00 pm

If I remember, Zerkers had their own special AoE proc on their Epics? Then yes I'd need to modify these in the spells table by seeing which spells are proc'd of Zerker epics and then x5 them.

Yes, sir, that is correct. 4.0 is 10k base dmg.


Title: Re: White Damage on Epics
Post by: Udeni on December 31, 2012, 10:33:10 pm
4.0 also has a 15k deagro component to it.

I love all the work you've done with this Hunter!


Title: Re: White Damage on Epics
Post by: Felony on December 31, 2012, 11:54:39 pm
RE: Death's Daggers - was bored and did some testing and tweaking with the source and would seem that if enough of the right buffs are stacked IV dagger backstab does hit a cap.
I have some ideas but not sure if you want to do more customization to the source and if you would be interested in them.


Title: Re: White Damage on Epics
Post by: Hunter on December 31, 2012, 11:57:49 pm
If custom source is fixing the cap then I'd rather submit it to eqemu to update their source so we can use that rather than having to re-edit the source each time we update source from eqemu.

Hope makes sense.


Title: Re: White Damage on Epics
Post by: Felony on January 01, 2013, 12:54:14 am
Makes sense but only a couple of the custom servers would consider changing it.
If anything you might consider talking with akkadius since I know he has worked around damage cap before.


Title: Re: White Damage on Epics
Post by: lerxst2112 on January 01, 2013, 02:35:34 am

It isn't hard to change the code so it doesn't happen, but there are a lot of places that would need to change, and since very few servers have the problem it isn't something I would personally commit into the main emu code.  The servers I know about that have had the problem have just modified their own code to deal with it.


Title: Re: White Damage on Epics
Post by: Griz on January 01, 2013, 05:50:17 pm
I don't know how damage can overflow at 16.7M due to being a signed 32 bit integer, yet we have bosses with 100-200MHP (or probably way more in Anguish). Damage pobably just needs a variable type changed to 64 bit.


Title: Re: White Damage on Epics
Post by: lerxst2112 on January 01, 2013, 07:22:18 pm
I don't know how damage can overflow at 16.7M due to being a signed 32 bit integer, yet we have bosses with 100-200MHP (or probably way more in Anguish). Damage pobably just needs a variable type changed to 64 bit.

As I said before, it isn't the amount of damage, it is the way the formulas are implemented.  Also, a 32-bit signed integer can hold +- 2.1 billion, not +- 16.7 million, more than enough for mob hit points.


Title: Re: White Damage on Epics
Post by: Felony on January 01, 2013, 07:46:33 pm
Damage is already sint32 for the max_damage field but there are other aspects to the math and I am a novice at figuring it out.