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Author Topic: Wizard Epics' Focus [NOW WITH CODE]  (Read 14549 times)
hateborne
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« on: January 14, 2011, 11:59:11 pm »

Proposal: Convert the current focus effect, to one that will adjust resist mod globally per rank.

Why: Our only reliable spell for DPS is the t3 spell, as it is unresistable. The T4 hits very nice, but resists just like Ether Flame (just when I was starting to miss EF's resist chance...). Would love to see a T1 icecomet (so we get something frost based) with roughly double EF's damage with about a 4-5s base cast and managable cost (aka a spammer).

Epic    =   Resist Mod
1.0     =     -25
2.0     =     -50
2.5     =     -125
3.0     =     -150
3.5     =     -175
4.0     =     -200

This would solve the issue of the wizard spells being resisted nearly all the time due to the live-like setup of wizards and the custom content we murder through.


I didn't see any form of similarity to what this might entail. If nothing else, Gnaughty, Balthor, or our closet wizards contact me; let me know what you think. If this looks like something viable, I can write up the code injections by tomorrow.


-Hate


EDIT: Changed to increments of 25, per Balthor's suggestion


EDIT: CODE POSTED BELOW!
« Last Edit: January 16, 2011, 02:09:32 pm by hateborne » Logged

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Balthor2
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« Reply #1 on: January 15, 2011, 08:40:06 am »

need to tune that shit down slightly, start at -25 for 1.0 and work up.
This is assuming you want this to stack on the spells.
Something is required but I think it would be a hell of a lot better to just go in and change the resist rate on all the wizard / mage / necro nukes.
Being resisted 9 times out of 10 is fucking gay as shit.
If you want to change the focus on the epics make it a super spell haste so you knock down that gimp ass 8 second casting time, another thing that I think is lame.
If you want to see what I am doing I can show you as soon as its finished.
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Gnaughty
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« Reply #2 on: January 15, 2011, 11:59:50 am »

Yeah I agree with Balthor.  Something should be done pre T3 spell, hell even with the T3 spell and its changes Wizards have still been placed on back burner of classes played.  I believe Hunter just ignores the complaining of certain classes being underpowerd , but i do believe he honestly listens to data presented to him such as parsings.
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« Reply #3 on: January 15, 2011, 12:21:57 pm »

You could do a sympathetic type focus(example), basically it casts a spell when you cast a spell matching the focus requirements(could make the proc'd spell near unresistable so it doesnt matter if your main spell got resisted).
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Balthor2
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« Reply #4 on: January 15, 2011, 01:03:33 pm »

Thats a nifty focus Caryatis, thanks for that link.
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Drezden
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« Reply #5 on: January 15, 2011, 01:25:53 pm »

 Alot of things just plain dont work on eqemu as it does in live. Or in my experience on my test server. Like effects types such as 'chance to cast' or most any effect type above or in the 300's will not work for me. Plus a lot recourse's wont work for me either. But most of these come back to the 'chance to cast' effect type the recourse ID send it too. Maybe I'm doing something wrong I dunno.

edit: I am just learning a lot of this stuff, but I put in a lot of research and trying to figure crap out on my own. So in no way am I an expert at this..yet ! So any input is welcomed and appreciated!

 For example I use the UF spell file and instant spells for wizzy,none of the recourse will work they all error out on the chance to cast effect.
« Last Edit: January 15, 2011, 01:35:25 pm by Nindalf » Logged
Caryatis
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« Reply #6 on: January 15, 2011, 01:57:37 pm »

I mentioned that effect because I was the one who added the support for it to the source, so I know it works. Obviously if you want to make it titanium compatible you would need to make a new spell with an ID under 10k, but if you make a spell with that effect, it will work.

The list of unsupported spell effects is growing very short and most of the unsupported ones are only used on few spells. If you want to see a current status of the spell effects, look at the spdat.h
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Gnaughty
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« Reply #7 on: January 15, 2011, 01:58:12 pm »

You guys are way above my head now, ill just sit back and watch.  I dont even understand what you guys just said, you could have insulted me in some kind of geek speak and I just dont know it yet.
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Drezden
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« Reply #8 on: January 15, 2011, 02:06:49 pm »

 Awesome man thanks ! I havent updated lately,guess I need to ! Thanks again!

 I spent a month editing out what I couldnt get to work haha! Oh well. I was doing an SoD only server, kinda like EZ here but only with the newer zones and items not available here.
« Last Edit: January 15, 2011, 02:11:20 pm by Nindalf » Logged
Drezden
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« Reply #9 on: January 16, 2011, 12:23:55 am »

 Back on topic !

 Why not just make the clik better? Its 50% to resist..maybe increase it some and extend the duration to something more like a buff?
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hateborne
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« Reply #10 on: January 16, 2011, 06:05:30 am »

I've got the coding mess finished [I believe...] for resist mod adjustments. Going to test it heavily before I submit it.

I also kinda realized that this may be useful for future events/bosses. I have it currently setup to take the minimum value as the minus amount (e.g.: Ether Flame has 0 resist mod. By using the ReduceResistMod effect with min [100] formula, the minimum value becomes the amount. So a minimum value of 100 becomes -100 to ResistMod [which means higher hit chance, less resists]).

I say future bosses because this could be something that must be Nullified (a buff that bosses/trash cast to make their spells unresistable until removed, similar to Avatar of Hell fighting). It would also be used as a short duration debuff (like Kronos, every so often the creature could drop onto the group).


Regardless, it's time for me to stop wasting time and get to work. Take care EZ

-Hateborne
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Drezden
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« Reply #11 on: January 16, 2011, 09:07:26 am »

 So it would have up to -200 resist mod and a 50% to resist rate group click?

 I still think be easier to just adjust the click to a 75%-100% and up duration to 7 to 10 minutes(maybe even longer), plus it help the entire group. 100% effectively doubles whatever the spells resist mod is I think.
« Last Edit: January 16, 2011, 09:14:56 am by Drezden » Logged
hateborne
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« Reply #12 on: January 16, 2011, 12:40:21 pm »

Drezden, not to invalidate your post...but even being up for 35h now I just caught this:

What resist buff? 3.5 and 4.0 are self only damage absorb buff (rune) with mana regen tacked on while shield is up.

I'm really hurting for sleep, so please excuse and obvious oversights.


-Hate
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Drezden
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« Reply #13 on: January 16, 2011, 01:03:39 pm »

Yea I see that now..my bad man..was going of what I use to use on live..was a killer buff tho

so again sorry,ignore my post !

but here ally link to what i was refering too
http://everquest.allakhazam.com/db/spell.html?spell=6275
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hateborne
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« Reply #14 on: January 16, 2011, 02:08:19 pm »

Heh don't worry, I was just heavily confused.

INC CODE SPAM!

Note: The line numbers are based on unmodified somewhat recent trunk (Rev 986, ver 0.8.0)

Client.h line:410
(After the inline virtual functions for bard mods, but before buff/disc slots)
Code:
sint16 GetActSpellResistDiff(int16 spell_id, sint16 ResistDiff);

Effect.cpp Line:33
(Right after include statements)
Code:
sint16 Client::GetActSpellResistDiff(int16 spell_id, sint16 value)
{
sint16 newMod = 0;

newMod = GetFocusEffect(focusResistMod, spell_id);

newMod *= -1;

return newMod + value;
}

mob.h lines: 94, 691
(a: end of typedef enum list before the "} focusType;" )
Code:
focusResistMod,
(b: right before the "float ResistSpell" mess)
Code:
virtual sint16 GetActSpellResistDiff(int16 spell_id, sint16 ResistDiff){ return ResistDiff; }

spdat.h lines: 548, 702
(a: in the block of define statements, before "#define DF_Permanent")
Code:
#define SE_DecreaseResistMod		936 //Adjust resist mod on spells. 
(b: I put in between IsExtRangeSpell and IsImprovedHealingSpell...dunno why)
Code:
bool IsResModSpell(int16 spell_id);

spells.cpp line:1678
(just before Switch #2)
Code:
sint16 resistmod = spells[spell_id].ResistDiff;
resist_adjust = GetActSpellResistDiff(spell_id, resistmod);


spell_effects.cpp line: 3188
(I put it above "case: SE_IncreaseRange". No reason, just in that case block)
Code:
	case SE_DecreaseResistMod:
if (type == focusResistMod && focus_spell.base[i] > value)
{
value = focus_spell.base[i];
}
break;

Basic Usage:
The 'DecreaseResistMod' effect type is type number 936. It uses the minimum number and converts it into a negative by way of "value * -1" and then adds this to the spell's actual resist mod. For instance, Hate's Curse of Garlic-Salt has a resist mod of 50. Hunter decides this spell sucks and adds a focus effect of 'DecreaseResistType' with a POSITIVE 50 (50 * -1 = -50     -50 + 50 = 0)
If this is confusing, just read it from left to right. "DecreaseResistMod" by 50  (uses formula 100: min as default)

Advanced Usage;
This could be intentionally reversed to become a debuff dropped by bosses. Just as such, it could also become a buff that a mini/boss may use on itself to ensure the next chain of AoEs hit (requiring players to quickly Nullify it or face a wave of unresistable AoE death).
However it is used, it affects the Resist Mod portion of spells. This will have no effect on buffs (other than the resistable type, which haven't been used on EZ yet...to the best of my knowledge).



I spent an hour testing it on various mobs. Spawned some 75s and spammed T4 until I could stand to hit the 3 key anymore. I tried with a 200 reduction and 25 reduction. 200 made the spells nearly unresistable on resist-less mobs. As I shot matching resist up, I saw a few.

This could possibly be used instead of the 6% threat reduction or tack a small amount to the Wizard Epic passive effects, but add the rest/bulk into the click buff. This would encourage players to use the clicky buff more often, but would also allow for this effect to go away periodical, preventing wizards from becoming unstoppable.



Needing some opinions/questions now. Please, ask/bomb away.


-Hateborne
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