Wards

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John Adams
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Re: Wards

Post by John Adams » Mon Nov 25, 2013 5:13 pm

I was going to go build a quick Ward for us to test with (no AA, just /useability 80025) when I parsed the Effects text and was a little shocked... what am I seeing here?
Wards group members (AE) against 3 points of all damage
SOE - Aura of Leadership - Tier 10

I take it a "ward" is not point-per-point damage absorption? I find it hard to believe even stingy SOE would set a Level 10 AA to only protect for 3 points :)

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Re: Wards

Post by Jabantiz » Mon Nov 25, 2013 5:20 pm

For tier 10 that seems wrong, for tier 1 I would believe it on that ward. Think it scales by level and that data may be for a level 1? otherwise no clue why it has 3 for tier 10

EDIT: And yes a ward is point for point

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Re: Wards

Post by John Adams » Mon Nov 25, 2013 5:22 pm

btw as far as wards protection goes, yes it does work :)
(1385425125)[Mon Nov 25 17:18:45 2013] a frozen grappler tries to slash YOU, but YOU dodge.
(1385425125)[Mon Nov 25 17:18:45 2013] YOU try to crush a frozen grappler, but miss.
(1385425127)[Mon Nov 25 17:18:47 2013] YOUR Aura of Leadership absorbs 5 points of damage from being done to YOURSELF.
(1385425128)[Mon Nov 25 17:18:48 2013] YOU hit a frozen grappler for 5 crushing damage.
(1385425129)[Mon Nov 25 17:18:49 2013] YOUR Aura of Leadership absorbs 3 points of damage from being done to YOURSELF.
(1385425129)[Mon Nov 25 17:18:49 2013] YOU hit a frozen grappler for 4 crushing damage.
(1385425131)[Mon Nov 25 17:18:51 2013] YOUR Aura of Leadership absorbs 7 points of damage from being done to YOURSELF.
woot!

SpellID 80025 will put 100pt ward on you hehe. I am invincible.

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Re: Wards

Post by John Adams » Mon Nov 25, 2013 5:22 pm

Well here's all 10 levels of this AA, including a "tier 0"?

http://data.soe.com/jml/get/eq2/spell/? ... :sort=tier

Jabantiz wrote:EDIT: And yes a ward is point for point
So you are saying, I bust my ass earning AA and all I get is a lousy 3 points protection each time I am body slammed for 15,000 by a dragon? :D

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Re: Wards

Post by John Adams » Mon Nov 25, 2013 5:26 pm

Oh, here's one that is a little better I suppose.

Ancestral Ward

Maybe that 1 is just really shitty?

Oh wait, that's not an AA... not in the same class of bad then.

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Re: Wards

Post by John Adams » Mon Nov 25, 2013 5:51 pm

Jab, one more question... is the current remaining Ward value exposed to the LUA script? For regenerating, unless you're doing it in C++, I'd like to add +1 to this test ward per call_frequency (tick) but assuming without knowing the current value, I could exceed the max (100)?

There doesn't appear to be a UI element in the client for how much Ward I have applied.

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Re: Wards

Post by Jabantiz » Mon Nov 25, 2013 5:55 pm

AddToWard() does checks in c++ to make sure the ward value does not go over the base value given in AddWard(), ui should be on mouse over examines of the active effects but we haven't identified that yet as far as I know.

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Re: Wards

Post by xinux » Mon Nov 25, 2013 6:36 pm

is that the remaining amount you are talking about when you mouse over the buff? We currently have it hard coded to 65k on the mouse over.
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Re: Wards

Post by Jabantiz » Mon Nov 25, 2013 6:38 pm

so probably one of the 0xffff.... values, will look into adding support for this.

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Re: Wards

Post by John Adams » Mon Nov 25, 2013 6:51 pm

...hhhhharrdddddcoded.... :mrgreen:

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Re: Wards

Post by alfa » Wed Nov 27, 2013 2:45 pm

FYI I remember on T8 and < some ward, ward for Base damage, and other can ward for Calculate damage (take in count mitigation and other stuff), not know if it still the same or not atm
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Re: Wards

Post by Jabantiz » Fri Dec 13, 2013 11:21 pm

New lua function: GetWardAmountLeft(), gets the amount left on the ward.

AddWard() now has some optional params to absorb only physical or magical damage, if magical you can also specify what damage type to absorb.

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Re: Wards

Post by Jabantiz » Sat Dec 14, 2013 5:30 pm

Another change to AddWard()

Second param is now a bool, if not set or set to false the spell will remove itself, despite the remaining duration, when the ward is depleted, set to true the empty ward will remain until the duration is up (allows for regen)

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