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Author Topic: Updates 12-07-13  (Read 11121 times)
Hunter
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« on: December 07, 2013, 03:23:11 am »

Most of these updates will take effect after todays reboot.

T5 Abyss Bracer Bosses now 30 minute spawn/depop timer.
Can now enter a different instance while coming from an instance again.
All zones and instances should now stay alive/open for 10 minutes now when no players are there.
Flying Kick skill added to FG Skill Trainer.
Succor Clickie fixed to not remove bosses buffs (Thanks Natedog).
Succor Clickie fixed safe XYZ location in Old Commons.
Essence of Frozen Shadow renamed to Master Essence of Frozen Shadow (recipes not made yet).
Crafters Recipe Book - Strike Augments : updated page 1 to warn users about Strikes IX+
Level Up NPC in Nexus works up to level 78 if you have full T9 Old Commons armor.
Double Loot code added for Ancient Sand Monster.
Angry Behold and Ancient Dragon have their loot list too big to put double loot code on.
Added Command: /say hp
Added Command: /say aa
Created Angry Nerds VI with 22,500 dmg + Aggro for AoE (Combine Angry Nerds 5 x3)
Created Summon Noobie Merchant clickie, not available yet, still testing.

Spell file 12-07-13 now available.
« Last Edit: December 07, 2013, 03:18:03 pm by Hunter » Logged

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Chunka
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« Reply #1 on: December 07, 2013, 08:07:13 am »

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"When any government, or any church for that matter, undertakes to say to its subjects, "This you may not read, this you must not see, this you are forbidden to know," the end result is tyranny and oppression, no matter how holy the motives. Mighty little force is needed to control a man whose mind has been hoodwinked; contrariwise, no amount of force can control a free man, a man whose mind is free. No, not the rack, not fission bombs, not anything — you can't conquer a free man; the most you can do is kill him." R.A. Heinlein
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« Reply #2 on: December 07, 2013, 11:13:55 am »

btw....will the nerd 6 be 7.0+ only?
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"When any government, or any church for that matter, undertakes to say to its subjects, "This you may not read, this you must not see, this you are forbidden to know," the end result is tyranny and oppression, no matter how holy the motives. Mighty little force is needed to control a man whose mind has been hoodwinked; contrariwise, no amount of force can control a free man, a man whose mind is free. No, not the rack, not fission bombs, not anything — you can't conquer a free man; the most you can do is kill him." R.A. Heinlein
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« Reply #3 on: December 07, 2013, 12:00:11 pm »

btw....will the nerd 6 be 7.0+ only?
Hunter said yes, 7.0+ for nerd6. Will slot the same as strike9+
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hateborne
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« Reply #4 on: December 07, 2013, 03:17:36 pm »

On the newbie merchant, could you include SK coffins on it pllleeeeeaaaasssseeee?


-Hate
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« Reply #5 on: December 07, 2013, 03:24:28 pm »

On the newbie merchant, could you include SK coffins on it pllleeeeeaaaasssseeee?


-Hate

Sure, which item name/id?
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« Reply #6 on: December 07, 2013, 03:30:23 pm »

Sure, which item name/id?

Tiny Jade Inlaid Coffins
Item ID: 9962


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Peign
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« Reply #7 on: December 12, 2013, 11:19:39 am »

The change to the Abyss wrist bosses is awesome, thanks for that.   30 min repop is much more player friendly.  If a player has only 2 hours to play they have a much better chance of getting a wrist boss.

Thanks again.
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ZerarWarrior
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« Reply #8 on: December 13, 2013, 03:18:20 am »

You said that nerd 6 will have AoE DD + Agro... on spell in game when inspect it just shows the DD not the Agro. Spell file issue or spell issue?

I am not even CLOSE to equipping one of these... just a stickler for details.

Thanks for all your hard work!
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Hunter
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« Reply #9 on: December 13, 2013, 05:03:46 am »

I didn't add aggro to the Angry Nerds 6.

Is it the damage or hate modifier that rolls over? Or both?

I can add hate/aggro modifier to the proc if needed.
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Peign
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« Reply #10 on: December 13, 2013, 10:04:24 am »

I didn't add aggro to the Angry Nerds 6.

Is it the damage or hate modifier that rolls over? Or both?

I can add hate/aggro modifier to the proc if needed.

Warriors are not rolling over on damage it is the threat.  Rogues will rollover on dmg on BS with UW due to their insane damage numbers.  

The numbers that are being generated are too large for the types being leveraged in the source.   You can see it occur with mana cost as well.   It is being stored in an INT16 which limits the size of the value.    If mana cost is 100k it cannot be stored in an INT16.   Free dps, win!   Edit: suggestion was wrong.   Code below is sound though.  Guess I should of done more research on max value of an INT16.

Here's an example in C++ illustrating INT16 value limits:

Code:

array<Int64>^ numbersToConvert = {162345, 32183, -54000};
Int16 newNumber;
for each (Int64 number in numbersToConvert)
{
   if (number >= Int16::MinValue && number <= Int16::MaxValue)
   {
      newNumber = Convert::ToInt16(number);
      Console::WriteLine("Successfully converted {0} to an Int16.",
                         newNumber);
   }
   else
   {
      Console::WriteLine("Unable to convert {0} to an Int16.", number);
   }
}
// The example displays the following output:
//       Unable to convert 162345 to an Int16.
//       Successfully converted 32183 to an Int16.
//       Unable to convert -54000 to an Int16.  



Personally I've only seen this "rolllover" in T8.   It has been said that it used to occur in T5 when fights were longer.    The T8 "rollover" is actually kind of nice and adds to the challenge of the zone.   It almost feels by design and definitely increased the challenge of the T8 break in.  

A long term solution is to reduce the numbers that you are using across the board.    
« Last Edit: December 13, 2013, 04:22:27 pm by Peign » Logged
lerxst2112
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« Reply #11 on: December 13, 2013, 03:35:11 pm »

If mana cost is 100k it cannot be stored in an INT16.   Free dps, win!   Edit: Make max mana cost 99999 should fix (based on min max value check below)   

That makes no sense.  A 16 bit signed integer has a range of -32768 to +32767 and an unsigned 16 bit integer has a range of 0 to 65535.  I don't see where the difference between 100000 and 99999 is at all relevant.

If a number is too large it is converted by taking the lowest 16 bits, so to use your example of 100k you get -31072 for signed and 34464 for unsigned.
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hateborne
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« Reply #12 on: December 13, 2013, 03:50:42 pm »

If mana cost is 100k it cannot be stored in an INT16.   Free dps, win!   Edit: Make max mana cost 99999 should fix (based on min max value check below)   

That makes no sense.  A 16 bit signed integer has a range of -32768 to +32767 and an unsigned 16 bit integer has a range of 0 to 65535.  I don't see where the difference between 100000 and 99999 is at all relevant.

If a number is too large it is converted by taking the lowest 16 bits, so to use your example of 100k you get -31072 for signed and 34464 for unsigned.

I've considered submitted a diff with all mana cost/calc/formulae altered to int32, but I had a feeling the EQEMU gents would form something akin to jihad and start bombing my house for such a suggestion.


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Peign
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« Reply #13 on: December 13, 2013, 04:21:15 pm »

If mana cost is 100k it cannot be stored in an INT16.   Free dps, win!   Edit: Make max mana cost 99999 should fix (based on min max value check below)  

That makes no sense.  A 16 bit signed integer has a range of -32768 to +32767 and an unsigned 16 bit integer has a range of 0 to 65535.  I don't see where the difference between 100000 and 99999 is at all relevant.

If a number is too large it is converted by taking the lowest 16 bits, so to use your example of 100k you get -31072 for signed and 34464 for unsigned.

Good catch, my bad.   So +32767 is the max range of an INT16, thanks for the info.   I should of run Int16::MaxValue in C++ or  Int16.MaxValue in C# this morning.    Was drinking coffee and theorizing potential solutions is all.

The spirit and core concept of my statement holds true though.   That being said max PC mana cost would be +32767 as it is an INT16 no?      If you cannot change that value in the source, then the other option is to reduce the values we deal with.   My math was off, but the concept makes sense.   Number too big, reduce number.
« Last Edit: December 13, 2013, 04:46:15 pm by Peign » Logged
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