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#1 |
Loremaster
Join Date: Mar 2005
Posts: 53
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![]() As an EQ2 geek, I'm often interested in knowing a lot more about how combat mechanics work. I spotted a useful thread on that subject about a year ago, which compiled the formulas and gave detailed information about things like avoidance, stat caps, the difference btw. parry and riposte etc. Does anyone know what became of it? If it's been suppressed, I'd like to encourage its reopening. Agreed, the formulas and stats are regularly changed and depend on developers for accurate descriptions, nonetheless it would be nice to have a reference thread to check things out. |
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#2 |
Loremaster
Join Date: Aug 2010
Posts: 2,179
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![]() http://forums.station.sony.com/eq2/...topic_id=481258 http://eq2wire.com/2010/06/17/comba...sion-laid-bare/ This is not the post that Atan is referencing, but it may give you some insight to questions you are looking for. I think the data on eq2wire is just the same data in a more attractive format.
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#3 |
Loremaster
Join Date: Jul 2005
Posts: 679
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![]() Absolutely. People get confused a lot on the differences between spells and abilities, recovery and reuse, soft and hard caps etc.I even started compiling a list of the known combat mechanics and caps due to that. Unfortunately SOE have the habit to change combat related things without announcing them as it was done with GU63. |
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#4 |
Loremaster
Join Date: May 2008
Posts: 2,601
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![]() Unfortunately, a lot has changed since that post. It would be great to have an updated version if anyone is around that can do one. |
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#5 |
Community Relations
Join Date: Jan 2011
Posts: 481
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![]() Katz wrote:
That really highlights part of the reason this is difficult.
Thanks,
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 997
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![]() I'd like to see an update to Xelgad's original post from back in 2010 ( http://forums.station.sony.com/eq2/...topic_id=481258  |
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#7 |
Elder
Join Date: Mar 2012
Posts: 173
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![]() Piestro wrote:
1. So because it isn't easy to do we just don't do it? Seriously this is a cop-out. A current list maintained and updated as changes are made wouldn't be that hard to do. Ninja changes made by people who do not have enough of an understanding of the mechanics as they are made with no notes might make this hard, but if things are done in a proper manner and a change list is posted, someone, somehwere in the community would keep something up to date. 2. WRONG. WRONG. WRONG. Some people do not understand Physics, some do not understand Chemistry both are complex. It is just easier to do what you stated as #1. 3. We have wanted things to be adjusted for a year now. Can you come to us with a straight face and say that any real effort has been put into the issues with itemization in Drunder? Now that it is pretty much too late for that, as it was 'taken care of' with an almost complete invalidation of all the gear from the last expansion which apparently they want to force us to continue using because shards do not come from SkyShrine. Honestly the itemization is Skyshrine is not in a good state itself, HM drops worse than EM, HM dropping EM items, quest rewards for doing almost nothing giving gear better than the raid drops that it gave access to. We were promised changes to the Dozekar rewards would be incoming on the 5th or 6th, we shall see. They are certainly not on test at the moment, so they are either going to be put on test at 5PM today and go live tomorrow, with no time or consideration for player feedback or they will go to test and we might see them Thursday, or it might just turn into vapor, time will tell. |
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#8 |
Loremaster
Join Date: Jul 2005
Posts: 679
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![]() Piestro wrote:
Sorry, but I don't buy that. Combat mechanics and changes need to be documented anyway, otherwise you'd end up with a huge pile of messy code that noone would be able to understand after a few months. And it's not exactly rocket science to put this information into a readable format, see the link with Xelgad's outdated post. |
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#9 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Basically the answer is 'its too hard'. So, I have to ask, if its too hard for the people with the facts to communicate it, how hard exactly is it for players to understand them in a vacuum?
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#10 |
Loremaster
Join Date: Jan 2010
Posts: 34
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![]() Well, I know my recent topic about strikethrough being broken or incorrectly/incompletely described hasn't produced any response from a red name who could at least say one way or another if it has known issues being looked at or we (players) don't understand it properly, so here's what it really means. http://forums.station.sony.com/eq2/...topic_id=518056 Really, if I'm can get blocked in Research Halls with 100% strikethrough, I don't understand the stat or it's not working right. Until I know, it's pretty much "optimizing into the wind" (?) |
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#11 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() The game is far less 'buggy' if there is no clear statement on how its supposed to work?
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#12 |
Fansite Staff
Join Date: Mar 2007
Posts: 5,424
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![]() Piestro wrote:
I think out of a 6 or 12 month expansion cycle, 2-3 hours spent writing up notes about the current game mechanics is a good time investment. The bullet point notes could then be polished up by a CM or GM. And then we would know what the stats on an item are supposed to actually do, instead of having to guess and make up our own Excel spreadsheets. It would also help with more focused bug reports and less confusion on the part of the playerbase. Or work with a fan site. |
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#13 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() Luhai wrote: Sorry, but I don't buy that. Combat mechanics and changes need to be documented anyway, otherwise you'd end up with a huge pile of messy code that noone would be able to understand after a few months. Exactly. Either the job is being done properly and all mechanics are documented some where. I'm sure more than a few people would be able to read it and 'translate' it for others to clearly read and understand. That or people there aren't doing their job properly and there isn't a document clearly listing how all stats function and to do this someone would have to 'compile' some list just for this. |
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#14 |
Loremaster
Join Date: May 2008
Posts: 2,601
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![]() Piestro wrote:
You already have a post to start with from Xelgad. Just update what has changed. Work with fan sites on it, whatever you have to do. Communication is important. |
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#15 |
Server: Nagafen
Guild: Illuminati
Rank: Senior Officer
Loremaster
Join Date: Oct 2006
Posts: 437
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![]() Piestro wrote:
Come on guys I have to agree with Piestro...the work is hard especially when the devs are spending current developement time on such ground breaking earth shattering important game updates like Dungeon Finder/Maker and the new SOEMote program....little things like a complete and updated rundown of game mechanics let alone fixing broken game mechanics, outstanding class issues, etc. are the little things and as we all know SOE never worries bout the little things.../sarcasim off. |
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#16 |
Server: Permafrost
Guild: Issari Laoris
Rank: Cute 'n Blue
Loremaster
Join Date: Nov 2007
Posts: 323
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![]() Took Xelgad's post (the one linked earlier in this thread) and took 10 minutes to update it to what should be up to date for current mechanics. The intention of this post is to explain some of EverQuest II's combat mechanics. We'll be trying to keep this post updated with changes and responding to some of the questions posted in the feedback thread. Attributes "Which stat does my class need?"
"Do my attributes cap?"
Resistances and Mitigation "What types of resistances are there?"
"What is the mitigation cap?"
Avoidance "How can I avoid attacks?"
"What is the difference between 'contested' and 'uncontested' avoidance?"
"What types of 'Uncontested Avoidance' can I get?"
"Can Uncontested Avoidance fail to avoid an attack?"
Combat Skills "What is the cap for melee/ranged combat skills?"
"What do my casting skills do?"
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#17 |
Server: Permafrost
Guild: Issari Laoris
Rank: Cute 'n Blue
Loremaster
Join Date: Nov 2007
Posts: 323
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Blue Stats "What are the Blue Stats I'll see on my items and what do they do?"
Questions and Answers "Do Crits and Potency affect items and procs?"
"How do crit bonus and potency work together?"
"Does damage reduction have a cap?"
"What does it mean when an effect says 'Harder than normal to mitigate'?"
"What is the cap for Block Chance?"
"Do High-Level monsters reduce the chance for players to hit them, double attack or critically hit?"
"What are the caps for in-combat power and health regeneration?"
"Does the level of my armor matter?"
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#18 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Your post is missing most of the overflow statistics. What does more than 200 dps mod do for me?
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#19 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() Ulrichvon wrote:
it just continues to increase weapon damage but with diminishing returns. Not sure what the rate is though. |
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#20 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Neiloch@Butcherblock wrote:
Me either, that was my point =) I do have a pretty good idea on where haste scales in the overflow to flurry, but dpsmod to weapon damage is harder to wrap your head around. Considering how easy it is to trade off gear and buffs for either stat, understanding how they work would be very condusive to making better decisions.
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#21 |
Loremaster
Join Date: Jan 2005
Posts: 371
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![]() Lemilla@Permafrost wrote:
That is wrong for one, different item procs are effected all sorts of different ways, truly no one should assume absolutely anything about an item proc until it is carefully tested to figure out how it works, and even then it can do something "strange" Lemilla@Permafrost wrote:
This is also completely wrong, the cap is 50 percent not 100. There are a number of other things that are slightly wrong in your writeup as well, these are just a couple examples. |
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#22 |
Server: Permafrost
Guild: Grievance
Rank: Raider
Loremaster
Join Date: Nov 2004
Posts: 854
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![]() AE auto and Flurry can also occur on the secondary weapon they are not primary weapon only. This change was made at the same time when AE auto and flurry were made to apply to Ranged auto attacks. |
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#23 |
Server: Permafrost
Guild: Issari Laoris
Rank: Cute 'n Blue
Loremaster
Join Date: Nov 2007
Posts: 323
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![]() Sure, I might have missed a few changes. @Ulrichvon:DPS mod just has no cap, and with that no overcap benefits. As stated in the post. I could bother to look up how the curve goes, but that is too detailed for a 'simple' list like this. It is intended to give a general overview of what all the things to for newer players, not to give all the details and formula's needed for powergaming. Those interested in that are perfectly capable of figuring out these curves on their own. @HennyoItem procs should not be affected by potency and crits. Any that do, like superior mending, are bugged. That hasn't changed since the time Xelgad wrote the original post, so I didn't change that. The damage reduction may indeed be wrong, but was wrong in the original post as well then. @SeiffilYup, you are rght with that. Anything else I missed? Shouldn't be too hard to get all the details right when a couple players work together, so we can save the dev in charge of mechanics a few minutes of his extremely valueable time. |
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#24 |
Loremaster
Join Date: Nov 2004
Posts: 2,098
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![]() overcap stats:http://forums.station.sony.com/eq2/...topic_id=503982
I know one difference in this post from Xelgad is MA conversion. 600: 6 extra attacks, and then i think its 1100 for the 7th attack. I'm not sure if the ratios elsewhere have been adjusted, but it at leasts gives an idea. As of 7/28, these are the conversion rates for the "overcap" stats: Parry Skill to Extra Parry Chance:
Parry Skill to Extra Riposte Chance:
Defense Skill to Extra Dodge Chance:
Haste to Flurry:
DPS's New Conversion:
Weapon and Spell Skills Increase to Minimum Damage Amount:
Ability Casting Speed to Doublecast:
Focus Skill Enabling Casting While Moving:
Multi-Attack:
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#25 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Geothe wrote:
Does anyone actually believe this to be accurate (still accurate)? Playing around with reforging, I'm getting more than 1.46 flurry added at 300 haste...
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#26 |
Loremaster
Join Date: Jul 2005
Posts: 679
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![]() I seem to get 1% flurry per 15 Haste over 200. |
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#27 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Luhai wrote:
Yes, this is closer to accurate. My point is, these old links I don't believe are helpful, if anything they're very misleading.
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#28 |
Loremaster
Join Date: Aug 2007
Posts: 393
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![]() Piestro wrote:
Piestro thanks for posting but this really is a cop out.
The most complex mathematical concept ever thrown at us is 'diminishing returns'. To quote Smoke, we absolutely get that! It's not hard to visualise that as you get higher numbers, the value of any more numbers gets smaller! We understand the difference between contested and uncontested. If your real question is whether we would like a new cloak on the marketplace next week or an updated mechanics guide then for me, it's unequivocally the latter!!! I would imagine there is not much difference in effort between the two and I totally get that they take different skillsets to achieve. Just give us the goods please. My reason for asking is because I have been asked to describe some mechanics (mainly resists) to guildies. I don't know how they differ from the numbers put out by Xelgad after SF was released. I don't know how to apply them to lvl 100 mobs. You get the drift so please come back with a 'OK folks, we absolutely get it too' post that includes a link to the updated mechanics that your developers 'already' have well-documented
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#29 |
Lord
Join Date: Feb 2011
Posts: 58
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^^^^^well said Piestro I don't think it is asking a lot to give an 'intro' mechanic guide since the last one was made; at least some soft cap numbers would be nice. All the time your gamers have to spend researching these things is more time we could be playing and throwing SC at you!
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#30 |
Loremaster
Join Date: Nov 2005
Posts: 2,179
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![]() the problem is that if they start posting even simple game mechanics as they have in the past; then posters will begin to ask about complex mechanics that actually do change frequently and are difficult to explain and grasp. of course a few would totally understand the advanced concepts but the vast majority would simply be even more confused than they were before. also as stated here by others the way that some mechanic is suppose to function does not always go along with how it functions on live because of the layers and layers of code that are a part of this 8 year old game. |
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