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Author Topic: Death Save and Divine Save ie DI and deathpact stuff  (Read 43645 times)
Hunter
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« Reply #30 on: October 17, 2012, 01:39:55 am »

If its an AA then I don't know which class gets the AA and haven't tested it out yet, but I did edit the spell server side already.

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« Reply #31 on: October 17, 2012, 11:08:59 am »

If its an AA then I don't know which class gets the AA and haven't tested it out yet, but I did edit the spell server side already.



The gods have healed you for 300 points of damage ..   (Fixed the wording)

Not sure what that is
« Last Edit: October 17, 2012, 11:30:50 am by Paldail » Logged

Natedog
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« Reply #32 on: October 17, 2012, 12:47:36 pm »


         BuffFadeByEffect(SE_DivineSave);
         //Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
         if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

            SetHP(1);

            if (aabonuses.DivineSaveChance[1])
               SpellOnTarget(aabonuses.DivineSaveChance[1], this);

            if (itembonuses.DivineSaveChance[1])
               SpellOnTarget(aabonuses.DivineSaveChance[1], this);

            if (spellbonuses.DivineSaveChance[1])
               SpellOnTarget(aabonuses.DivineSaveChance[1], this);

            SpellOnTarget(4789, this);
            SendHPUpdate();
            return true;
         }



Any Divine Save on the target has a chance to give spell 4789 -- Touch of the Divine


This is hard coded into the game.. so not sure why it is not working on EZ.
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Natedog
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« Reply #33 on: October 17, 2012, 02:04:08 pm »

Did you ever do this SQL update?


http://projecteqemu.googlecode.com/svn/trunk/EQEmuServer/utils/sql/svn/2188_required_aa_updates.sql



it has the Touch of the Divine in there


Be aware the Pet affinity AA is on this list.. would probably revert the changes you did to it...


but heres the Touch of the Divine

Code:
-- Touch of the Divine
REPLACE INTO `altadv_vars` (`skill_id`, `name`, `cost`, `max_level`, `hotkey_sid`, `hotkey_sid2`, `title_sid`, `desc_sid`, `type`, `spellid`, `prereq_skill`, `prereq_minpoints`, `spell_type`, `spell_refresh`, `classes`, `berserker`, `class_type`, `cost_inc`, `aa_expansion`, `special_category`, `sof_type`, `sof_cost_inc`, `sof_max_level`, `sof_next_skill`, `clientver`, `account_time_required`) VALUES ('741', 'Touch of the Divine', '5', '5', '4294967295', '4294967295', '741', '741', '6', '0', '0', '0', '0', '0', '4', '0', '65', '0', '7', '4294967295', '3', '0', '1', '741', '1', '0');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('741', '1', '232', '2', '4544');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('742', '1', '232', '4', '4545');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('743', '1', '232', '6', '4546');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('744', '1', '232', '8', '4547');
REPLACE INTO `aa_effects` (`aaid`, `slot`, `effectid`, `base1`, `base2`)  VALUES ('745', '1', '232', '10', '4548');
« Last Edit: October 17, 2012, 02:08:15 pm by Paldail » Logged

Hunter
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« Reply #34 on: October 17, 2012, 02:25:34 pm »

Yup, I always do all the .sql updates to the database when I update source code else server won't come up cause database structure wouldn't match.

Last time I updated source code was about a month ago, and now I'm waiting longer cause of Halloween coming up and new source code completely changes the loot tables, which I'm hoping the system is 100% before switching over + I know a loot editor was already made but I haven't tested it yet etc. I'm sure devs' have checked every angle, but going to wait until after Hallween rather than having to do some emergency revamp just before the special event. Smiley

Thing I want to make sure mostly is the drop rates like charms Smiley
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« Reply #35 on: October 17, 2012, 03:13:03 pm »

Then I am not sure what is causing the issue.. but I am pretty sure SE_DivineSave should automatically cast Touch of the Divine if it procs.
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hateborne
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« Reply #36 on: October 17, 2012, 11:20:20 pm »

Code:
bool Mob::TryDivineSave() {

/*
How Touch of the Divine AA works:
-Gives chance to avoid death when client is killed.
-Chance is determined by the AA value. (base1)
-Spell can be triggered from divine save (base2) in this case a Heal
Note: Heal value does not and should not increase from more levels of this AA.
-If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine'
is applied to the client. Determintal spell effects are removed.
*/
sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0];

if (SuccessChance)
{
if (MakeRandomInt(0, 100) <= SuccessChance)
{
int32 HealAmt = 0;
BuffFadeByEffect(SE_DivineSave);
//Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

SetHP(1);

if (aabonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (itembonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (spellbonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

SpellOnTarget(4789, this);
SendHPUpdate();
return true;
}
}
}
return false;
}

If it is a chance based proc, a simple fudge on the chance could force it to work. It looks like "if (MakeRandomInt(0,100) <= SuccessChance)" is rolling to find a number less than or equal to the SuccessChance. Replacing it with "if (0 <= SuccessChance)", which it should always be, the proc should become a certainty. I am unsure on how the proc is wanting to be handled. I would probably guess that the Invuln needs to come off if it still wipes threat (or did it just cause hell until it broke?), but I don't have time to go die a bunch to test it.


Example
Code:
bool Mob::TryDivineSave() {

/*
How Touch of the Divine AA works:
-Gives chance to avoid death when client is killed.
-Chance is determined by the AA value. (base1)
-Spell can be triggered from divine save (base2) in this case a Heal
Note: Heal value does not and should not increase from more levels of this AA.
-If chance is met, a heal is done and a divine aura like effect 'Touch of the Divine'
is applied to the client. Determintal spell effects are removed.
*/
sint16 SuccessChance = aabonuses.DivineSaveChance[0] + itembonuses.DivineSaveChance[0] + spellbonuses.DivineSaveChance[0];

if (SuccessChance)
{
// ********************
if (0 <= SuccessChance)
// ********************
{
int32 HealAmt = 0;
BuffFadeByEffect(SE_DivineSave);
//Touch of the Divine=4789, an Invulnerability/HoT/Purify effect hard coded to trigger if spell effect is defined from base2.
if (aabonuses.DivineSaveChance[1] || itembonuses.DivineSaveChance[1] || spellbonuses.DivineSaveChance[1]) {

SetHP(1);

if (aabonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (itembonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

if (spellbonuses.DivineSaveChance[1])
SpellOnTarget(aabonuses.DivineSaveChance[1], this);

SpellOnTarget(4789, this);
SendHPUpdate();
return true;
}
}
}
return false;
}


-Hate
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Hunter
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« Reply #37 on: October 18, 2012, 12:41:37 am »

Would be nice if the dev's made it a rule value Smiley
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Hunter - EZ Server GM
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« Reply #38 on: October 18, 2012, 01:45:57 am »

SE_DivineSave is the same as the cleric AA Touch of the Divine


Chance on death to become invuln.. the AA is only 20%  I think.. maybe 10%.. not sure on that one




I can test this out in the morning when server restarts.



I also don't think the invuln is needed but then you would just have to add a huge heal to the spell ID of 4789  (spell that procs on death)



Tested it WITHOUT the Invuln and it was still working just fine



Code:
UPDATE spells_new SET effect_base_value1 = 1000000, effectid1 = 79 WHERE  id = 4789;


If you wish to use this...


This way the tank won't lose agro!!


On Death --- heals player for 1,000,000 HP

50,000 per tic for a short duration

Purify (20) --- removes debuffs


Works just fine  Grin Grin
« Last Edit: October 18, 2012, 02:04:53 am by Paldail » Logged

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« Reply #39 on: October 18, 2012, 02:38:07 am »

Would be nice if the dev's made it a rule value Smiley

For servers that depended on the old behaviour, yeah a rule would have helped.  I didn't compare the before and after code, so it may not have been a simple enough change to wrap a rule around it easily.

If the idea is that the emu be as much like live as possible straight out of the box, then the way it is now is apparently more correct.

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hateborne
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« Reply #40 on: October 18, 2012, 05:38:31 pm »

On Death --- heals player for 1,000,000 HP

50,000 per tic for a short duration

Purify (20) --- removes debuffs

I agree with removing the invuln, but 1mil heal + 50k per tick?

Base: 50,000 per tick
Oracle 50: 250,000 per tick
UC: 350,000 per tick
UCv2: 500,000 per tick

That seems...excessive?

-Hate
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« Reply #41 on: October 18, 2012, 05:57:29 pm »

On Death --- heals player for 1,000,000 HP

50,000 per tic for a short duration

Purify (20) --- removes debuffs

I agree with removing the invuln, but 1mil heal + 50k per tick?

Base: 50,000 per tick
Oracle 50: 250,000 per tick
UC: 350,000 per tick
UCv2: 500,000 per tick

That seems...excessive?

-Hate

Well a lot of us do have 980,000 hps atm...can make it where Charms don't effect it shrug or don't... btw when you getting out of T5?   Grin Shocked
« Last Edit: October 18, 2012, 06:02:20 pm by Fugitive » Logged


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We can't always get what we want. ;-)"
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« Reply #42 on: October 18, 2012, 07:04:43 pm »

The heal was meant to save your life.. but ya the HoT stacking with UC didn't come to mind really.. since it is casted from the buff on you.. I wasn't sure if UC came into play with the heal amount.

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hateborne
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« Reply #43 on: October 19, 2012, 07:23:35 am »

Well a lot of us do have 980,000 hps atm...can make it where Charms don't effect it shrug or don't... btw when you getting out of T5?   Grin Shocked

When I run out of GW2 goodness and stop being a whore. Both are fun and free right now, so I am going to continue. :-P

If you have 980k, then the 1mil heal should suffice. 500k per tick x3-6 is overkill.

Btw, you are a still a pansy.

-Hate
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Hunter
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« Reply #44 on: October 19, 2012, 07:47:09 am »

I got max level and max stats on my GW2 Ranger in just 2 1/2 weeks, then got bored.

Trying other classes but just not as fun IMHO.

I am pvp in WvW mostly.

I go max DPS cause 20-50% extra HP won't help when you get caught by a Zerg, but that extra DPS helps your kill death ratio.

As a Ranger I got 1500 range + 59% crit from armor. Add team bonus for orbs and its in the 60's % crit chance.

When I target someone in pvp their HP drop like a rock. Either rapid shot or hail of arrows, people like "oh #$@!" and run. Some times its too late already since my arrows cripple them.

So yeah, my Ranger has full Berserker Armor, Berserker Jewelry, and Berserker Weapons, all max stat Epic.

Now I'm bored and hardly play anymore.

I did how ever acquire a few cool ideas that I want to try out on EZ Server, including one that you'll see in the upcoming Halloween Event.

Actually, while writing this, I just got another idea for T7 I might use.

Sorry for derailing this topic lol. Its your fault Hate! (By the way, your email inbox working yet? I keep getting bounced)
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