Title: Updates 01-04-14 Post by: Hunter on January 04, 2014, 01:51:54 am Spell file 01-04-14b is now available! (Updated)
LDON levels 1-6 removed leash from trash mobs. Bard Song: Denon`s Bereavement fixed to not take instrument mod. Hateborne's Glacial Gift II added to T8 loot drops. Titanium users will see yellow chat text spam when zoning to upgrade to Underfoot client. Master Essence of Frozen Shadow now no-drop. Previously gave a one week notice, and its been over a week now. You can still sell loot rights. Players will need to travel to 7th floor now if they want UW8+ High Keep Jail root duration increased a little bit. Currently nobody getting auto banned from trains, but I am making logs of offenders for now. superior willowisp now spams just 1 line of white text, instead of rainbow. ancient willowisp set to not be unique. Can spawn more than one in a zone now. Updated chance to be 1/200 instead of 1/100. Adjusted HP Regen on all mob spawns T1-T8 to balance as intended since source code cap is fixed. Vellum prices updated. Roaming Gnome quest fixed. Was previously taking items even if you didn't have task. Now it will add task and finish task if you turn in the item without the task. /say help
/say stats
Heroic Resist stones have new recipes:
Easy Experience (Reward Item)
Spell Particles removed from spells:
Hateborne Updated: http://ezserver.online/forums/index.php?topic=4110.msg52529#msg52529 (http://ezserver.online/forums/index.php?topic=4110.msg52529#msg52529) Title: Re: Updates 01-04-14 Post by: Chunka on January 04, 2014, 02:01:00 am Really easy to grief now. Might there be a way to prevent ancient wisps from camping porter zone in point?
Title: Re: Updates 01-04-14 Post by: Nexxel on January 04, 2014, 02:05:13 am I'm Just curious on the reasoning for the change to the AW. people have ben complaing about this thing, so lets make more of them ???
Its now getting harder to send new people to the zone to farm SLS. one was anoying. now... Guess there is a reason.. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 02:21:05 am Really easy to grief now. Might there be a way to prevent ancient wisps from camping porter zone in point? Consider the 1/100 spawn rate a promo rate. Will probably change it to 1/200 and make it unique again AND depop/repop at new location when chance hits to spawn, instead of spawning more than one all over. Might do that tomorrow. Already been working on updates now for last 13 hours strait. Title: Re: Updates 01-04-14 Post by: Nexxel on January 04, 2014, 02:41:58 am Really easy to grief now. Might there be a way to prevent ancient wisps from camping porter zone in point? Consider the 1/100 spawn rate a promo rate. Will probably change it to 1/200 and make it unique again AND depop/repop at new location when chance hits to spawn, instead of spawning more than one all over. Might do that tomorrow. Already been working on updates now for last 13 hours strait. Sounds good to me. even if a new player Gets the special AW love every so often it doesnt prevent the zone from being used. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 04:03:20 am Updated:
Removed Leash from LDoN trash. Changed ancient wisp to 1/200. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 05:05:37 am Update:
Spell file now available. Title: Re: Updates 01-04-14 Post by: clbreastmilk on January 04, 2014, 06:28:36 am Exciting stuff, thanks
Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 06:31:35 am Tested the new Easy Experience v3 for 1000% exp bonus.
Level 78 character killing level 76 mobs in Loping Plains solo. Aprox 1.42 AA without any exp bonus Aprox 4.98 AA with 250% exp bonus Aprox 15.65 AA with 1000% exp bonus The 1000% exp bonus is actually 11x exp cause its 100% (regular) + 1000% (bonus) = 1100% (11x) Level 75 character killing the same level 76 mobs in Loping Plains solo Aprox 21.74 AA with 1000% exp bonus So level difference matters by a lot too. Thought I read some where about Live having an AA cap per kill, like max 3 AA per kill, but doesn't seem to be on eqemu. Title: Re: Updates 01-04-14 Post by: clbreastmilk on January 04, 2014, 06:41:16 am Interesting numbers. At lvl 77 I can get 5-6 AA per kill in T5 per mob with the 250% which according to what you just said is actually 350%. That would be about 18ish AA per kill in T5 with the 1000% click (1100%). That's a huge drop in xp gain at lvl 78 considering two tier dif. Then again, the only one who is that lvl, is You (afaik). Any idea in cred cost for these items? Or if they will be obtainable without cred?
Title: Re: Updates 01-04-14 Post by: Dinadas on January 04, 2014, 06:53:25 am I think he said 1 credit per 1%
so v2 would be 500 and v3 would be 1000 with a refund for v1 towards a new one. PS thanks H lots of updates. Dinadas Title: Re: Updates 01-04-14 Post by: RedDwarf on January 04, 2014, 07:02:05 am Just FYI Hunter
As i mentioned in ooc, augs are now seem to be giving spell effects, with new spell file tested FS NS and ICE all give spell effects, and maybe im missing something, but cant turn them off I have gone back to old spell file for now, and that stops the effects again, only way i can stop em. Nightmare on my pc with 8 toons with augs firing the effects lol Title: Re: Updates 01-04-14 Post by: spuddson on January 04, 2014, 10:55:56 am lol just took 3 guys on in T7. got one down to 5 and swapped to let die on repost and it regenerated up to 70 by time another had died..
Title: Re: Updates 01-04-14 Post by: Dinadas on January 04, 2014, 11:17:41 am T5 mobs regen about 5% a tick
Title: Re: Updates 01-04-14 Post by: Chunka on January 04, 2014, 12:06:46 pm Maybe its just because I suck, but with 7.0 and UW5 I cant solo kill T7. I cant out dps the regen. Is this as intended?
Added 6.0 mage pet and IA3 to the mix, killed after 6 mins 28 seconds. Title: Re: Updates 01-04-14 Post by: Dimur on January 04, 2014, 01:25:36 pm I think you're going the wrong direction with addressing exp concerns. Making more donation only items instead of fixing the base exp rates is making this more and more a pay to play server. Donation reward items should either not be overpowering and the only legitimate way to progress exp based items, or they should be alternatively attainable in game, even if it's some long drawn out quest similar to UW and SOA. I think encouraging donations is a good thing, but requiring them is really going to start alienating some of your playerbase.
Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 01:47:14 pm Spell file 01-04-14b updated (fixes spell particles and pet buff)
Reduced npc regen. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 02:05:23 pm I think you're going the wrong direction with addressing exp concerns. Making more donation only items instead of fixing the base exp rates is making this more and more a pay to play server. Donation reward items should either not be overpowering and the only legitimate way to progress exp based items, or they should be alternatively attainable in game, even if it's some long drawn out quest similar to UW and SOA. I think encouraging donations is a good thing, but requiring them is really going to start alienating some of your playerbase. Your not required to get the 1000% exp bonus item. Its more or less of a joke item. I'm even thinking about making a 2000% or even 10,000% bonus item just for self amusement. The few people who might get 1000% exp bonus would be someone that took advantage of 3-5x credit rate from trading consoles, or skyrocketed BitCoin value at 1.5x - 3x rates. Title: Re: Updates 01-04-14 Post by: Krinkle on January 04, 2014, 02:29:45 pm I do agree with dim, if its a joke item, then i think the price should be, THIS IS A JOKE ITEM CANT BUY IT, and ive never seen anyone make something, test it, and start busting out stats about how good the exp is for a joke item.
Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 02:33:39 pm ive never seen anyone make something Well, now you have. Title: Re: Updates 01-04-14 Post by: clbreastmilk on January 04, 2014, 02:52:04 pm Hunter would it be possible to take a look at Raid XP? Possibly increasing it a smidge. As an example, solo if I'm seeing 5-6AA Per Kill, I might see 1AA every 5 or 6 kills in raid (depending on levels and zone, using T5 at level 77 War as example with raid members of various levels)
Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 03:00:39 pm I'll adjust raid exp, carefully, and re-adjust if needed.
My only concern is when we made LDoN points reward to whole group, ended up being whole raid, and we had 40 players sitting afk at zone line soaking up free points. Granted the points didn't get divided up like AA/Exp would, so maybe won't be so bad. I'll see what I can do, and make tweaks to raid exp each day until it seems more reasonable. Title: Re: Updates 01-04-14 Post by: Expletus on January 04, 2014, 03:01:13 pm I was talking to hate the other day and suggested something. If you are looking to increase donations, why not make an item that has the ability to make a zone instance a double loot instance. Set it at 100 credits per item, one time use.
Hate said it would take some coding to get the zones to react with the item but I believe the effort would be worth the labor. It sort of goes along with what Chunka had suggested a few weeks ago about making 1 time use items. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 03:05:13 pm I doubt there will be much donations for a while since people already sent for Christmas.
Right now I'm having fun, and if players don't believe it, then whatever. I've already been toying with idea of double loot clickie, just matter of how to implement it. Maybe perl code in the EVENT_DEATH_COMPLETE if final killing blow was someone with hasitem. But how to read all the items on loot list, and add to a corpse? I'm sure its possible, just haven't found any code examples yet. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 03:10:14 pm solo if I'm seeing 5-6AA Per Kill I might see 1AA every 5 or 6 kills in raid By that math the solo AA is 36x faster than Raid? Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 03:14:07 pm Character:RaidExpMultiplier
Character:GroupExpMultiplier Have increased their values for next reboot. Title: Re: Updates 01-04-14 Post by: clbreastmilk on January 04, 2014, 03:24:40 pm Yes I believe so and this was tested 2 days ago, so relatively recent. Thank you for looking into this Hunter!
Title: Re: Updates 01-04-14 Post by: Felony on January 04, 2014, 04:29:23 pm I doubt there will be much donations for a while since people already sent for Christmas. Right now I'm having fun, and if players don't believe it, then whatever. I've already been toying with idea of double loot clickie, just matter of how to implement it. Maybe perl code in the EVENT_DEATH_COMPLETE if final killing blow was someone with hasitem. But how to read all the items on loot list, and add to a corpse? I'm sure its possible, just haven't found any code examples yet. I have a working example if I can restore the HD that just failed. Title: Re: Updates 01-04-14 Post by: hateborne on January 04, 2014, 06:53:08 pm Caster "Aug" (Mana Necklace)
Mana Necklaces now have a Sympathetic Proc (proc on cast) to trigger a matching rank of Piratestrike , which has damage currently equal to matching Firestrike (i.e. Piratestrike II is Firestrike II damage). In addition to the damage proc, a pet only buff will trigger (after 1/5/14 reboot) that gives pet 12 seconds of low proc rate Ninjastrike damage with matching ranks (i.e. First Mate's Blessing X procs Ninjastrike X). I UNDERSTAND THIS SEEMS HIGH. THEY ARE GOING TO BE ADJUSTED AS I GET PARSES IN OVER THE NEXT FEW DAYS. DO NOT FRIGGIN SPAM ME ABOUT IT BEING OP! Tier 7 finally got the first touches of what Tier 8+ will be getting and (once perfected) all previous tiers. The epic augs were stripped of stats and given only the class defining effects. The weapons themselves handle about 90% of the stats. The epic augs will see VERY small amounts of stats (i.e. HP on war/pal/sk epic aug, mana on wizard/mage, mana regen on cleric/shaman/druid, etc etc) to help give them a slight class edge. Otherwise, stats are primarily from weapons! Lastly, the Halloween pets have had HP and attack speed cut a bit. They were a bit beefy and had a small scale down to make them less ridiculous. -Hate Title: Re: Updates 01-04-14 Post by: Dethundrel on January 04, 2014, 09:06:38 pm Adjusted HP Regen on all mob spawns T1-T8 to balance as intended since source code cap is fixed. T6 trash are regenerating 7-8% HP every tick, that is such an outragious amount it surley cannot be intended... If you are T7-T8 with a UW, might not mean anything to you, but someone trying to do content on level, just craziness. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 09:09:21 pm Regen 7-8% is GOOD NEWS cause that means the mobs MAX HP is low, causing each tick of regen appear to be greater % percentage.
If the mob regen only 1% HP per tick, then that could be bad news, meaning the mob has Billions of HP. The regen is a constant number, not percentage of max HP. Title: Re: Updates 01-04-14 Post by: Dethundrel on January 04, 2014, 09:17:30 pm A 6.0 Mage pet fully buffed, Blade of the Tempest 3 Bard song and IA2 on cannot kill a single trash mob due to regen, I call that NOT GOOD NEWS.
Mage AE'ing, Warrior with full AE Nerd augs and IA2 on as tank, doesn't dent mobs not being directly attacked. Pull 3 mobs, and both then 2nd and 3rd are still at 99-100% HP when the first dies. If you switch to a new mob when first is at 10% HP, it will be nearly 100% when the mob you switched to dies. Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 09:25:45 pm I already lowered my regen by 30-60%, but don't think I've rebooted yet, so would be still high in public zones.
Try instance, see if that is better. I'll probably lower regen again after next reboot, and continue to tweak. Title: Re: Updates 01-04-14 Post by: Dethundrel on January 04, 2014, 09:28:23 pm Thank you very much taking a look at it :)
Title: Re: Updates 01-04-14 Post by: Hunter on January 04, 2014, 09:31:45 pm Sort of like playing Starcraft 2 or even World of Tanks.
You can try to hit everything at same time and get no where. Or you can focus fire on 1 target to mow it down, then switch to the next one. Not really trying to make content that much harder or longer, although I realize it'll have affect on people trying to kill trains. The regen added is probably less than 1 toon DPS so shouldn't see to much difference when focus fire on one mob. Title: Re: Updates 01-04-14 Post by: Dinadas on January 04, 2014, 10:17:39 pm i tried to break into t7, in an instance post tweak.
My uc1'd 6.0 zerker's proc did nothing to lower the 4 mob pull's hp other then one I was on. Could be a major nerf to any on tier AE damage. Title: Re: Updates 01-04-14 Post by: Expletus on January 04, 2014, 10:59:32 pm It's the Authority making zerker armies obsolete !
Title: Re: Updates 01-04-14 Post by: anrath on January 04, 2014, 11:21:11 pm I was just in Postorms, dragons were regenning over 30% per round.
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