Damage (info)

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Bion
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Joined: Sun Sep 16, 2007 1:47 pm

Damage (info)

Post by Bion » Mon Dec 15, 2008 9:00 am

I am sorry for editing this and making it very long but want to get this info out so ya can see it. will work on breaking it up some.
GU50 # As a result of the critical mitigation addition, damage formulas have changed slightly. Damage is now calculated the following way:

Code: Select all

    base damage calculation
    weapon attacks add in dps and weapon multipliers
    spell and weapon tier multipliers
    attribute modifiers
    base damage multipliers
    normalized damage ( +spell/ca/heal amounts )
    critical multiplier
General
Harvesting and Adornment application will be immediately interrupted by taking any damage when in combat.
Combat Arts
Combat arts will now properly use the max damage + 1 as the minimum critical amount when attacking an npc. PvP combat arts will still use damage time the critical multiplier.
SPELLS

Spells which do not expire have been made uninterruptable. There are some exceptions which include spells which summon pets or have limited uses.
GU#48
Damage Over Time ticks, double attacks and flurry will no longer trigger damage shields and similar spells which trigger off of taking damage.
GU #43
Epic mobs in Kunark will now have increased wisdom and resists. To compensate for the increased resist rate a number of debuffs have had their chance to be resisted lowered.
Hostile maintained spells will now drop if there are no valid targets in the area.
GU #32
Mitigation adjustments from items and spells now offer protection and penalties much closer to the amount listed. Previously, lower level spells and items that granted mitigation bonuses would sometimes not offer any increase at all if the level difference was extreme enough. Now the bonuses scale properly by comparing the level of the item or spell versus the level of the player. For example: A level 70 Dirge casting the level 35 spell "Zander's Choral Rebuff" will see an appropriate amount of mitigation decrease on the target now, whereas before that spell would have had no effect at all.
Enemy Level is compared only once in determining mitigation adjustments and is now calculated before the mitigation diminishing returns curve is applied. This fixes situations where often plate armor's longevity plummets much faster than lower mitigation armors against high yellow and low orange content.
Combat
GU # 44
• Ranged ammo has been adjusted to have a minimum level that represents the start of the tier. Ranged weapons will no longer scale down to that level unless the ammo is significantly lower than the weapon. For example, all ferrite ammo is now level 70 to use. Level 80 ranged weapons will use level 80 for calculations now instead of scaling down to level 70. Overall damage of current level 80 items will stay the same.
• Combat text will now display if you double attack, flurry, ranged double attack, etc.
• Melee hit rates should now be slightly better against orange con mobs.
items
GU #38
Dual Wield Changes
To allow for a better selection of weapons for all classes, the Dual Wield designation on weapons has been removed. These weapons are now either, One Handed, Main Hand, or Off Hand.
The damage on these weapons has increased, bringing them in line with pre-existing One Handed weapons. While wielding two weapons, the base delay of your melee weapons will be increased by 33%, yielding a small net gain in damage compared to what existed with Dual Wield weapons. For example: A 3 second delay weapon will instead act every 4 seconds while you are dual wielding. These weapons will also use the longer delay when determining whether or not to proc any special effects on them, gaining a more beneficial proc rate.
The damage rating on Two-Handed has also been raised slightly to ensure that Two-Handed weapons remain appealing.
• All Dual Wield weapons are now One Handed, Main Hand, or Off Hand.
• While wielding two weapons, the base delay is increased by 33%.
• Two handed weapons now do slightly more damage.
• A few, powerful weapons will be flagged Main Hand but the majority will be useable in either hand if your class can dual wield.
• Ranged weapons will no longer trigger procs on weapons equipped in the primary or secondary slot.
• +damage and +heal items have been changed. Instead of normalizing by casting time you will get the full benefit on non AoE spells if the casting time is greater than .5 seconds and the reuse time is greater than 2 seconds.
• AoE spells gain 1/3 of the amount per target as do triggered reactive spells.
• Lifetaps continue to function the same. Also, damage is applied up front based on the amount of damage/healing the spell will do over time.
• Combat art damage has also been added to the system and the Bruiser Brutality line will buff this raid wide.
• There is now a 2-second usage delay for using most widgets in the world (i.e. quest widgets).
• Menders will now repair items in general inventory slots when you use the “Repair Allâ€
Last edited by Bion on Mon Dec 15, 2008 9:04 pm, edited 3 times in total.

LethalEncounter
Team: Zombie
Posts: 2717
Joined: Wed Jul 25, 2007 10:10 pm

Post by LethalEncounter » Mon Dec 15, 2008 1:14 pm

Nice info :) Whenever I find the time I'll get it implemented.

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