Bug #98 - Mob Regen
- Rhas
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Bug #98 - Mob Regen
The bug states that mobs regen too fast. That may have been the case in the past but currently mobs will not regen at all. I can easily change the code to allow them to regen the same as players [((.75 * level) + (level /10 ) + 3)]. I could also just implement the system fully (in/out of combat rates, bonus from food/drink/item, Server Admin variables, etc). If you want me to go this route, we can discuss in this thread how to implement.
- Zcoretri
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Re: Bug #98 - Mob Regen
Regular mobs don't should not regen at all. Named and Epic type mobs may have some type of regen.
It would be nice to have in combat regen working though
It would be nice to have in combat regen working though
- ZexisStryfe
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Re: Bug #98 - Mob Regen
Generally speaking raid epic bosses only regen when they kill a player. outside of that no regen is necessary.
- Rhas
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Re: Bug #98 - Mob Regen
On Live mobs don't regen at all (in/out combat)? In-combat regen for players should just be the base (formula in my first post) + item regen + spell/ability bonuses right? Out of combat should add food/drink in to the mix right?
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JCL
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Re: Bug #98 - Mob Regen
On live mobs will reset to full hp/pw. During combat they can regen health through abilities and certain raid mobs heal when a player is killed. Players regen can be effected by items, spells and food/drink.
- ZexisStryfe
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Re: Bug #98 - Mob Regen
What JCL said.
- Rhas
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Re: Bug #98 - Mob Regen
I've almost got this ready for testing. These are the formula's I'm using.
Base HP Regen = 1 + (level/10)
In Combat HP Regen = Base + In Combat HP Regen From Items + In Combat HP Regen From Effects
Out of Combat HP Regen = In Combat HP Regen + Food/Drink Regen
The Power Regen is basically the same except the Base Regen formula is different and using +PowerRegen stats.
Anything that I'm missing?
Base HP Regen = 1 + (level/10)
In Combat HP Regen = Base + In Combat HP Regen From Items + In Combat HP Regen From Effects
Out of Combat HP Regen = In Combat HP Regen + Food/Drink Regen
The Power Regen is basically the same except the Base Regen formula is different and using +PowerRegen stats.
Anything that I'm missing?
- John Adams
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Re: Bug #98 - Mob Regen
Is this just for PC's, or NPC's too? LE provided us with the spawn_npc_equipment table to put various gear on an NPC in order to simulate certain regens or stats boosts (at least I'm pretty sure that's why NPCs would wear equip in our scenario here).
Otherwise, looks good to me. Once this is in, we should make a Beta Tester announcement (post) that points out specifically what to test, otherwise players might just go about their business killing things without really watching how regens work (or do not).
Otherwise, looks good to me. Once this is in, we should make a Beta Tester announcement (post) that points out specifically what to test, otherwise players might just go about their business killing things without really watching how regens work (or do not).
- Rhas
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Re: Bug #98 - Mob Regen
This is just for Players right now. From the previous replies I understood that NPC's did not regen at all unless called from a script. I can change it so that NPC's get a base regen of 0 and then can get regen from items/effects.
One other issue I'm seeing is that the emulator thinks you are out of combat when you stop auto-attacking, even if the mob is beating down on you. Surely this isn't how it works on live right?
One other issue I'm seeing is that the emulator thinks you are out of combat when you stop auto-attacking, even if the mob is beating down on you. Surely this isn't how it works on live right?
- John Adams
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Re: Bug #98 - Mob Regen
Right, you are not "out of combat" til there is no more hate
which for me usually means I am dead.
Rhas, keep in mind as we plod along, this "emulator" is meant to follow Live as precise as possible - however, we DO want to keep an open mind to options for custom servers (as long as it doesn't derail our efforts too much). Some might like NPC regen during combat, for example. If it's not too much, I'd recommend keeping that as a configurable option - with the default behavior always being Live-like.
Rhas, keep in mind as we plod along, this "emulator" is meant to follow Live as precise as possible - however, we DO want to keep an open mind to options for custom servers (as long as it doesn't derail our efforts too much). Some might like NPC regen during combat, for example. If it's not too much, I'd recommend keeping that as a configurable option - with the default behavior always being Live-like.
- Rhas
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Re: Bug #98 - Mob Regen
Yeah I was planning on putting in a couple of server variables:
NPC_HP_Regen_Multiplier/NPC_Power_Regen_Multiplier
0 = Mobs will not regen
> 0 = Mobs can get regen from items, level and effects. Will take the normal Regen calculation and multiply it by this amount.
Player_HP_Regen_Multiplier/Player_Power_Regen_Multiplier - Will take the normal Regen calculation and multiply it by this amount.
Item_HP_Regen_Cap_Multiplier / Item_Power_Regen_Cap_Multiplier - Take the normal item cap (level * 1.5) and multiply it by this amount.
Total_HP_Regen_Cap_Multiplier / Total_Power_Regen_Cap_Multiplier - Take the normal total regen cap (level * 3) and multiply it by this amount.
Maybe that's going overboard though.
NPC_HP_Regen_Multiplier/NPC_Power_Regen_Multiplier
0 = Mobs will not regen
> 0 = Mobs can get regen from items, level and effects. Will take the normal Regen calculation and multiply it by this amount.
Player_HP_Regen_Multiplier/Player_Power_Regen_Multiplier - Will take the normal Regen calculation and multiply it by this amount.
Item_HP_Regen_Cap_Multiplier / Item_Power_Regen_Cap_Multiplier - Take the normal item cap (level * 1.5) and multiply it by this amount.
Total_HP_Regen_Cap_Multiplier / Total_Power_Regen_Cap_Multiplier - Take the normal total regen cap (level * 3) and multiply it by this amount.
Maybe that's going overboard though.
- Eradani
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Re: Bug #98 - Mob Regen
I'm not criticizing here, just playing devil's advocate and throwing out things to think about.
re: what Rhas just said
I didn't know there was an item regen cap or a total regen cap. And, if they're different, then the difference is from level + what?
If I can back up a bit here to how item effects get stored, do we have an array (or list or w/e) of item effects to ensure that wearing 2 * [uber regen ring] with a +7 in-combat power regen effect doesn't get applied twice.
I did notice in the script for the [Beta Mount] that "SetSpeed(Caster, MountSpeed)" was used, implying that no stacking of speed effects was allowed for. I couldn't think of any stacking problems with food/drink regen, but if you equip 1 food and use it, then equip another type and use that - you will get both sets of stat bonuses, but you won't get both regen rates.
One other thing with future flexibility. Checking food/drink and just applying the regen rates to OOC_Regen implies that there never could be a food/drink with in-combat regen.
Ring of the Nightblood with Battlement of the Mind (When equipped: increases in-combat power regen per tick of caster by 7.0)
[url=http://eq2.zam.com/db/item.html?eq2item ... 370d9692af]Pear Glazed Sabertooth Steak] applies Homemade Meal when activated.
((Sorry, I think too much.))
re: what Rhas just said
I didn't know there was an item regen cap or a total regen cap. And, if they're different, then the difference is from level + what?
If I can back up a bit here to how item effects get stored, do we have an array (or list or w/e) of item effects to ensure that wearing 2 * [uber regen ring] with a +7 in-combat power regen effect doesn't get applied twice.
I did notice in the script for the [Beta Mount] that "SetSpeed(Caster, MountSpeed)" was used, implying that no stacking of speed effects was allowed for. I couldn't think of any stacking problems with food/drink regen, but if you equip 1 food and use it, then equip another type and use that - you will get both sets of stat bonuses, but you won't get both regen rates.
One other thing with future flexibility. Checking food/drink and just applying the regen rates to OOC_Regen implies that there never could be a food/drink with in-combat regen.
Aren't all item effects applied when used or equipped?Rhas wrote:In Combat HP Regen = Base + In Combat HP Regen From Items + In Combat HP Regen From Effects
Out of Combat HP Regen = In Combat HP Regen + Food/Drink Regen
Ring of the Nightblood with Battlement of the Mind (When equipped: increases in-combat power regen per tick of caster by 7.0)
[url=http://eq2.zam.com/db/item.html?eq2item ... 370d9692af]Pear Glazed Sabertooth Steak] applies Homemade Meal when activated.
This looks like mobs could be fun, or frustrating anyways.John Adams wrote:LE provided us with the spawn_npc_equipment table to put various gear on an NPC in order to simulate certain regens or stats boosts (at least I'm pretty sure that's why NPCs would wear equip in our scenario here).
((Sorry, I think too much.))
my client version: 12682L, 2016/06/06
last one that will run on XP cause i'm just a stick-in-the-mud
last one that will run on XP cause i'm just a stick-in-the-mud
- Eradani
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Re: Bug #98 - Mob Regen
It can't be quite this easy to get OOC either, can it? Come to think of it, in PvE I guess you're right. Except for in groups when the whole group has to be dead, er i mean, have no hate.John Adams wrote:Right, you are not "out of combat" til there is no more hatewhich for me usually means I am dead
You can also /yell to get out of PvE combat, but from my experience with the test dummies, you can't ever(?) go back to that NPC and get credit.
Also I hope we can somehow not simulate the bug where if someone zones, you're stuck in combat. This mostly happens in PvP but there's a few mobs that fuck up (a couple of those spider by the cave in dlw) and leave you stuck in combat also.
While we're sort of on the subject of auto-atk, whenever I cast anything on Tess, auto-atk was turning on. For instance, the [beta mount], clicking a harvesting node, casting a spell. I believe that most (or all) of CAs turn auto-atk on, but most (or all) Spells do Not turn auto-atk on.
my client version: 12682L, 2016/06/06
last one that will run on XP cause i'm just a stick-in-the-mud
last one that will run on XP cause i'm just a stick-in-the-mud
- John Adams
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Re: Bug #98 - Mob Regen
This is an [overly] documented bug, which we left lay because Spells got revamped (thank you SOE, again) and we never got a chance to rebuild all our spells. That, and most spell functionality only got implemented earlier this year.Eradani wrote:While we're sort of on the subject of auto-atk, whenever I cast anything on Tess, auto-atk was turning on. For instance, the [beta mount], clicking a harvesting node, casting a spell. I believe that most (or all) of CAs turn auto-atk on, but most (or all) Spells do Not turn auto-atk on.
The debate seems to be, one person thinks CA's do auto-attack, someone else will come along 6 mos later and say they don't, though they mean Spells, but they are all "Spells" to us because I cannot get anyone to split the fucking data up like I want so this shit is not so confusing
- Rhas
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Re: Bug #98 - Mob Regen
Please, bring on the criticism! I want to make sure it is right.Eradani wrote:I'm not criticizing here, just playing devil's advocate and throwing out things to think about.
I got the cap from the EQ2 Wiki . Basically your items can only contribute up to 50% of the total cap. So at level 20 your total cap = (20 * 3) = 60 and items can only contribute up to 30 (20 * 3 * 0.5) of that regen.Eradani wrote: re: what Rhas just said
I didn't know there was an item regen cap or a total regen cap. And, if they're different, then the difference is from level + what?
From what I understand, regen items stack. So in your example, the rings would be added twice, which I think is correct if the item isn't lore. If this isn't the case then I can change the code to pick the highest +regen item.Eradani wrote: If I can back up a bit here to how item effects get stored, do we have an array (or list or w/e) of item effects to ensure that wearing 2 * [uber regen ring] with a +7 in-combat power regen effect doesn't get applied twice.
I did notice in the script for the [Beta Mount] that "SetSpeed(Caster, MountSpeed)" was used, implying that no stacking of speed effects was allowed for. I couldn't think of any stacking problems with food/drink regen, but if you equip 1 food and use it, then equip another type and use that - you will get both sets of stat bonuses, but you won't get both regen rates.
I wrote the formula for OOC Regen wrong here. It should be:Eradani wrote: One other thing with future flexibility. Checking food/drink and just applying the regen rates to OOC_Regen implies that there never could be a food/drink with in-combat regen.
Rhas wrote:In Combat HP Regen = Base + In Combat HP Regen From Items + In Combat HP Regen From Effects
Out of Combat HP Regen = In Combat HP Regen + Food/Drink Regen
OOC_HP Regen = IC_HP_Regen + OOC_Item_HP_Regen (Food/Drink should be included in this).
Both formula's (IC_Regen/OOC_Regen) look through all your equipment slots for regen so Food/Drink with IC_Regen will be picked up.
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