Title: Quest -- Fix the damage cap on EMU! Post by: Natedog on June 16, 2013, 06:03:50 pm This is what I got so far... lol
(next up is test spell damage) Note: This NPC had 2 Billion HP (http://i574.photobucket.com/albums/ss189/jdub1337/EQ001200.png) (http://s574.photobucket.com/user/jdub1337/media/EQ001200.png.html) Title: Re: Quest -- Fix the damage cap on EMU! Post by: Hunter on June 16, 2013, 07:08:42 pm Will probably update source middle of this week. Expect 1hr downtime for it.
Title: Re: Quest -- Fix the damage cap on EMU! Post by: Fugitive on June 16, 2013, 07:21:21 pm =D go go heals and buffs!! woot
Title: Re: Quest -- Fix the damage cap on EMU! Post by: Hunter on June 16, 2013, 08:36:27 pm Hopefully this update will include fixing the 32,000 hp regen per tick cap that npc have /egrin
Title: Re: Quest -- Fix the damage cap on EMU! Post by: Natedog on June 16, 2013, 10:05:57 pm Hopefully this update will include fixing the 32,000 hp regen per tick cap that npc have /egrin Heh.. still a lot of code to look through just for combat.. and thats if the EMU guys accept it after I do a pull request :p Title: Re: Quest -- Fix the damage cap on EMU! Post by: hateborne on June 17, 2013, 11:20:59 am Hopefully this update will include fixing the 32,000 hp regen per tick cap that npc have /egrin You could do that through spells as a temporary fix. Just create a HoT spell, duration unlimited, all classes 255, nodispell = -1 and set to cast on spawn. (assuming that value is over int16 too...) -Hate Title: Re: Quest -- Fix the damage cap on EMU! Post by: Natedog on June 17, 2013, 11:31:24 am Hopefully this update will include fixing the 32,000 hp regen per tick cap that npc have /egrin You could do that through spells as a temporary fix. Just create a HoT spell, duration unlimited, all classes 255, nodispell = -1 and set to cast on spawn. (assuming that value is over int16 too...) -Hate that does work correctly I have an NPC with 200 million regen every 6 sec Title: Re: Quest -- Fix the damage cap on EMU! Post by: Hunter on June 17, 2013, 12:11:03 pm Hopefully this update will include fixing the 32,000 hp regen per tick cap that npc have /egrin You could do that through spells as a temporary fix. Just create a HoT spell, duration unlimited, all classes 255, nodispell = -1 and set to cast on spawn. (assuming that value is over int16 too...) -Hate That is what I did for last Halloween Event, and some T7 bosses. Title: Re: Quest -- Fix the damage cap on EMU! Post by: Natedog on June 17, 2013, 01:51:01 pm That is what I did for last Halloween Event, and some T7 bosses. Halloween Healing Regen -- doesn't look like a regen spell to me. Looks like a normal heal, unless you had him quest cast it every few seconds. Here is the regen spell I use for testing Code: INSERT INTO `spells_new` VALUES (27400, 'Uber Regeneration', 'PLAYER_1', '0', '0', '0', '0', '\'s body begins to heal faster.', '0', 50, 0, 0, 0, 0, 0, 0, 3600, 3600, 0, 0, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 20000000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2510, 2051, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, -1, -1, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 1, 0, 0, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 6, 5, 5, -1, 0, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 43, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 118, 208, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5393, 79, 43, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 10, 210, 0, 0, 0, 1, 3, 99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 1); 12x 20million ... so 240mil regen buff Title: Re: Quest -- Fix the damage cap on EMU! Post by: hateborne on June 17, 2013, 04:32:14 pm Wait, I finally woke up fully at work. Fix for damage cap?
Did you set it above int32? -Hate Title: Re: Quest -- Fix the damage cap on EMU! Post by: lerxst2112 on June 17, 2013, 04:43:05 pm Did you set it above int32? IMO that would be a bad idea. The final amount isn't an issue, it's the intermediate calculations (multiply by 10k, add 7, divide by 10k nonsense) that need to be fixed. Title: Re: Quest -- Fix the damage cap on EMU! Post by: Natedog on June 17, 2013, 05:25:04 pm No I changed how the calculations are done. So damage goes up to Int32 max so 2.1billion ish
It wasn't as hard as I thought it was gonna be.. I just need 1 display issue fixed for exceptional heals. Title: Re: Quest -- Fix the damage cap on EMU! Post by: hateborne on June 17, 2013, 05:34:59 pm Did you set it above int32? IMO that would be a bad idea. The final amount isn't an issue, it's the intermediate calculations (multiply by 10k, add 7, divide by 10k nonsense) that need to be fixed. That's exactly why I asked. I saw that as possibly being an "uh-oh". No I changed how the calculations are done. So damage goes up to Int32 max so 2.1billion ish It wasn't as hard as I thought it was gonna be.. I just need 1 display issue fixed for exceptional heals. Ah, alright. As long as the super low end calculations are still damn near perfect, then woohoo. I'm pretty much pure casters, so I'm mostly untouched by this fix. Either way, good work! -Hate |