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Messages - Dolmir

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31
Bugs: Items / Valentine's Day Augments Recommended Level is 55
« on: February 15, 2019, 04:02:04 pm »
This is only really an issue because applying a Recommended Level 55 Augment to an item without Recommended Level will apply the Recommended Level tag to the item and thus reduce the stats we receive as level 51 characters.

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32
Player Feedback / Re: AC Barely Reduces Damage
« on: February 14, 2019, 02:38:53 pm »
I also ran some simulations for various levels of AC and attack. My full results are available here:
https://docs.google.com/spreadsheets/d/1mF-l5U6i5nodaPhUGnKW-Hr6d1qxXq-_0n-qtsg3_iA/edit?usp=sharing

If you want to play with charts, create a copy of the document.

AC in the document refers to the actual AC subject to soft caps and all the rest, not the amount of AC displayed in the character window.

As we can see from the data, the marginal value of AC diminishes to nearly zero as AC increases beyond attack. This seems to support my hypothesis that increasing attack of higher difficulty bosses will increase the gap in damage mitigation between tanks who choose to maximize AC and other characters for whom AC is not a primary concern.

33
Feedback / Re: Kedge Keep
« on: February 14, 2019, 11:07:11 am »
I would prefer not to make underwater areas attractive as exp or farm zones. Once in a while it's cool to swim around and do something but for routine Everquest stuff I prefer to stick to land.

34
Player Feedback / Re: AC Barely Reduces Damage
« on: February 13, 2019, 08:15:07 pm »
I've uploaded here Second's logs from the fight.

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35
Player Feedback / Re: AC Barely Reduces Damage
« on: February 13, 2019, 08:07:40 pm »
Is AC meant to increase damage avoidance (miss/dodge/parry/riposte rate)? If not I don't see how the avoided swings factors into a discussion about the value of AC.

36
Player Feedback / Re: AC Barely Reduces Damage
« on: February 13, 2019, 03:30:09 pm »
Do you mean hits from Crush that were a result of his successful ripostes? Those hits are included in the numbers I have shared. Do you want them to be extracted from the file and analyzed in isolation? This is possible but would require a custom program to parse the logs since the program I am using doesn't differentiate. There were a total of 13 Ripostes against Second and 20 against Demodread.

37
This Piece Needs Some Love / Emperor Crush - Mask of Superiority
« on: February 12, 2019, 09:34:53 pm »
Mask of Superiority is far inferior to the standard mask for all characters, Guise of the Forest Elf, and not much better than the other popular option, Aviakian Mask.

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38
Player Feedback / AC Barely Reduces Damage
« on: February 12, 2019, 09:17:40 pm »
Against Emperor Crush we had Demodread the SK as main tank and Second the Berserker swinging and not really trying to pull aggro. Second took a bunch of hits partly due to fear and knockback and this gave me the opportunity to compare damage mitigation for both characters. Here are the results and some of the relevant numbers (I can try to give more information upon request)

Demodread
AC: 1795
Shield AC: 79
Shielding: 11
Average Hit: 255
Minimum Hit: 224
Maximum Hit: 325
Percent of Hits at Minimum: 34.1

Second
AC: 1277
Shield AC: 0
Shielding: 5
Average Hit: 272
Minimum Hit: 238
Maximum Hit: 339
Percent of Hits at Minimum: 29.4

While Demodread did take less damage overall, his advantage in damage mitigation was quite small. Part of the reason for this might be due to more than two thirds of Crush's hit damage being base damage and thus not subject to reduction by AC whatsoever (unless AEQ combat deviates from stock EQEmu in this regard). However I would also expect a much greater reduction in the amount that AC reduces the variable part of the damage (here the reduction due to AC seems to be an average of about 5 percent of the variable damage). It is possible that increasing mob attack and increasing the variable component of damage will result in AC being more effective overall.

39
Player Feedback / Re: Item Balance
« on: February 11, 2019, 12:05:12 pm »
Tier X armor that doesn’t feel unique anymore, just fills in your gear “requirement” for that stage of the game.

When item quality is uneven then certain items become the "required" item. Think about how many casters are wearing Aviakian Helmet and Belt, or how many characters use IGS or any other item on my list.

those same stats feel weak on my sk.. it is all about class roles. The gear in Delvea is not specialized to roles, sadly.

Yes this is certainly part of the problem. The delvea gear is mostly all/all and at least somewhat useful on most classes (tank classes seem to be the exception here). This means that many items are the best or close to the best items available for their respective slots for at least one class, which is inappropriate for items so easy to obtain in my opinion. Making better options available in more difficult content is possible but might not be the best approach for reasons I have suggested above.

All we can do is the best we can with the best possible information available.

I agree with this and I think you brought up a good reason why we should not use the same formula for items regardless of class restrictions on the item. I also think that we can improve results by being systematic about how powerful to make items. I that sense I think that developing some quantitative guidelines can be part of a strategy for "doing our best". If you are at all open to the idea I could work on this and show at least an example of what I am talking about. If you don't like the idea whatsoever I'll just drop it and give feedback on items individually. In the absence of rules or guideline for items in general I don't see a way to approach item balance more efficiently than that.

40
As I approached a Fire Giant in SolB with intent to pull it I got summoned by some Fire Giant somewhere in the zone repeatedly. Over the next 40 seconds my character was summoned more than 2300 times and was largely unable to act. After some attempts I managed to escape using a teleport item. When I was first summoned my character was well outside of the normal frenzy radius.

41
Player Feedback / Re: Item Balance
« on: February 08, 2019, 04:32:32 pm »
Reducing availability of tank stats to non-tank classes is another aspect of item design that I think is important to address and is pretty closely related to the issue of balancing items relative to one another with factors like class role held constant. Having gear for distinct purposes available to distinct classes naturally requires that more gear overall must be added to the game. I think this makes it even more important to develop tools that help item designers create items within acceptable stat ranges: if more gear is created by feel rather than by formula there are more opportunities to mistakenly create something unacceptably over- or under-powered.

42
Player Feedback / Re: Item Balance
« on: February 07, 2019, 10:14:41 pm »
The main point of my post was to suggest an idea for approaching the whole problem, not just individual items. You are welcome to disagree with me on whether delvea gear is too powerful but that's besides the point.

43
Player Feedback / Re: Blood Pact Numbers
« on: February 07, 2019, 07:35:34 pm »
Since the original post, the recast time of Blood Pact has been increased from 10 minutes to 15 minutes.

44
This Piece Needs Some Love / Star Reaver Staff
« on: February 07, 2019, 07:16:10 pm »
Two of these dropped from Naomity today. This NPC is on a multi-day respawn timer and is in the deepest room of a 6-man dungeon. I'm evaluating this as a weapon and not a caster staff due to the classes that can use it. I recommend a ratio above 1.1 to put it ahead of drops from CT and weapons crafted by a blacksmith. If this is instead meant to be a caster staff then the class restriction should be updated.

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45
Resolved Bugs / Re: Berserker AA - Decapitation
« on: February 06, 2019, 01:30:51 pm »
Now it does something but the wrong thing. Instead of dealing damage it buffs the "victim" with an effect that adds a 100 damage proc. I can easily reproduce this in a duel.

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