|
Post by Chris_Chaos on Jun 8, 2015 14:00:03 GMT -8
Hi there,
I was curious what the actual calculations and effective stats were.
Have the NPC health pools been scaled up in some areas? I noticed fighting in Dulak, it takes 2-3 min per kill on a warrior and shaman box. I was hoping this was more of a solo server, as I see plenty of people soloing, but the monotony of it killing the trash so slowly really takes the fun out of it.
Thanks for your time!
|
|
|
Post by sunbeam on Jun 8, 2015 18:00:39 GMT -8
Probably your gear. You need weapons and stat gear to really kick things in, and level also plays a role.
This is an example based on what I kind of gather.
Let's say you had 1000 strength at level 65. My best guess is you have a "multiplier" that is used for various things based on a stat. In the case of a warrior it should affect melee and ranged damage. Stuff like hp's and AC's are pretty much what you see on the tin though, but I'm not really sure how AC works here. On live you got diminishing returns on AC, and certain classes like warriors benefitted more than anyone else.
No idea how EMU or this server in particular does AC mitigation and avoidance.
Anyway my impression is a level 65 warrior with 1000 str would have a multiplier of "10." So any weapon you swing has it's damage increased by 10. Unlike the earlier Vengful Soloist server, this one (Envy) has all the funky different hits. Vengful had it implemented so you hit for max on every swing which I estimate maybe made melee damage twice as good as here (not to mention stats were x5 instead of x4 like here).
In the case of casters damage from dot's and dd spells is multiplied. The increased mana is what you see on the label.
Long and the short you probably need better gear. Also those Dulak mobs seem to have a ton of hp's for their level. If you can handle that place some of the early planes like Innovation aren't a stretch probably, and the xp is better and mobs go down quicker. More adds though.
Now I understand Osiris has been playing with things, but this still should be very much like it works.
Anyway if you want gear, I can log on my mage and run you through Ssra Temple, Seru (if he is up), and Temple of Veeshan. I've offered to do this for other people, but they want to commando it. So I really haven't had a reason to log on.
But Velious raid mobs took a big jump up in hp's. I would be very surprised if a two box team could take down Vulak or the Avatar without gear from later on. If you could get someone to join you, particularly a cleric, I think you could do it easily though. Warrior, Shaman, Cleric, and something else could do him pretty easily I think even with group gear from Velious and Kunark raid gear. If you are doing some kind of progression thing.
Actually the big thing with these guys is controlling the butt buddies they have with them, like Vulak's little wyverns and Tormaxx's gay bath house. Never spent much time in Velks but I can tell you Lord Bob is a nasty pull. (You know the Doljonnoriarra guy)
I'm going to quit playing civ and log on to see if you are on. If you want I'll run you through ToV. But if you want to do it straight that's fine too.
But while it would be good to see someone try it (necro and some other team might do it with good pet focuses) I really think that raid mobs from Velious on aren't doable with gear you can get solo. Well maybe for pet classes if that hasn't been adjusted.
|
|
|
Post by Osiris on Jun 8, 2015 19:36:44 GMT -8
Hi there, I was curious what the actual calculations and effective stats were. Have the NPC health pools been scaled up in some areas? I noticed fighting in Dulak, it takes 2-3 min per kill on a warrior and shaman box. I was hoping this was more of a solo server, as I see plenty of people soloing, but the monotony of it killing the trash so slowly really takes the fun out of it. Thanks for your time!
NPC's are not scaled or mod'd at all, the only thing I have changed with regards to NPC's is the spawning data.
Please don't take it the wrong way, I am not being rude, but I am not going to publish how the code actually calculates. But I can tell you the higher level you are, and the better your gear is, the more you will see your DPS rise. The original melee code I started with, has had 2 major revisions - with another MAJOR revision anticipated soon.
Effective stat varies for each class wis/healers, int/casters, str/melee, etc. (refer to bullet point #2 below)
I have recently mod'd how AC works (this is new, there was no AC mod previously), and at this point it is just getting it fine-tuned. I am very encouraged with the results so far, but as I said - more fine-tuning is needed. but its in the ballpark, when it didn't exist previously.
In addition to fine-tuning the AC mod, I anticipate a re-write of the 'Melee Mod' with regards to DPS. 2 things are driving this anticipated re-write: 1. my coding skills have vastly improved 2. I want to include some other factors that will further separate melee classes, but still will mod them in a fun way. If successful, this may also extend to casters. (sorry to leave it so vague)
In general I lean towards trying to leave 'things' on the difficult side, rather than to trivialize content. I take the approach of leaving it on the difficult side, and adjusting it to where I want it; rather than to leave it super easy, and bring it up to where I want the mods to be.
For advice, I would advise going after gear upgrades, and leveling - If you are hacking away at mobs that take a long time to kill, that would be a good indicator that you should go after gear upgrades, and/or try other mobs; you may also want to get some DS pots from Euphrates in Pok. You may be able to tank some yellow/red cons, but that doesn't necessarily mean you should be going after yellow/red-cons.
|
|
|
Post by Osiris on Jun 8, 2015 19:54:33 GMT -8
Probably your gear. You need weapons and stat gear to really kick things in, and level also plays a role. I agree Anyway my impression is a level 65 warrior with 1000 str would have a multiplier of "10." So any weapon you swing has it's damage increased by 10. this is NOT how the mod works. (sorry to be vague and not say the detail on how to mod works; but this is not how the melee mod is calculated; althought STR plays a factor) Unlike the earlier Vengful Soloist server, this one (Envy) has all the funky different hits. Vengful had it implemented so you hit for max on every swing which I estimate maybe made melee damage twice as good as here (not to mention stats were x5 instead of x4 like here). this reflects my position of leaving 'things' on the difficult side. I do not want melee hitting for max everytime, sometimes you may get some hits that are barely scaled, therefore having the appearance of a 'low' hit. This is purposely 'in' for variance. to me, hitting for max everytime contributes to trivializing content.Long and the short you probably need better gear. Also those Dulak mobs seem to have a ton of hp's for their level. If you can handle that place some of the early planes like Innovation aren't a stretch probably, and the xp is better and mobs go down quicker. More adds though. Sunbeam has played quite a bit on this server, and he has good understanding on how the mod scales up. its a true scaling mod, less noticeable at lower levels, and ever increasingly noticeable as you level and gear up.
|
|
|
Post by Chris_Chaos on Jun 9, 2015 3:04:30 GMT -8
Cheers, thanks. That does answer a few questions and gives insight to many things.
Any chance to make Pet Focuses shaman usable too?
|
|