effects on items and spells

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Ememjr
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EQ2Emu Server: Perseverance

effects on items and spells

Post by Ememjr » Sun Aug 20, 2017 9:28 am

for most of the game in lower levels effects on items and spells are pretty much static
i was wandering if there was some inerest in making the effects more like live where depending on what stats in you have
for example

an ability does 200 damage so the effect reads Inflicts 200-300 disease damage on target
and you have ability mod which at 75 will increase that damage by 75
so on live it would read something close to Inflicts 275-375 disease damage on target not exactly those numbers but its close

tradeskill abilites do something similar on generic abilites
so when you just start TS and get all your abilites most are increase pro or dur by 9
and as you level thos nubers go up on the generic techniques such as binding,
from what i have found those numbers increase to in the 30's progress and or durabilty would increase by 16 instead of 9
level 50 the increase was 23 instead of 9
levle 100 the increase is 34 instead of 9

if we decide to do ths some things to consider

1. need place holder in the effeft string that we replace witht he current value
a. we are already calcualated damage and stuff when a spell is going to fire so we would need early calculation on the mouse over
2. right now we have no idea (at least i dont think we do) what the stat is that is being modified ie increase durability
b. we may need to put a stat number in the effects table

thinking of more

Jabantiz
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Location: California

Re: effects on items and spells

Post by Jabantiz » Sun Aug 20, 2017 3:31 pm

Yea it is something that needs to be done eventually but has been low priority as we never really figured out all the calculations to modify the values and the calculations would need to come first.

For tradeskills don't you get new spells as you level at like every ten levels? While not actually new spells it is just a bump in the tier and therefore a bump in the value. At least that is how I thought it use to work.

As for stats there is actually stats in the character window that the spell modifies, they should be identified and set up in the scripts for the tradeskill spells and the code will look for those specific stats.

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Ememjr
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Joined: Wed Mar 15, 2017 9:41 am
EQ2Emu Server: Perseverance

Re: effects on items and spells

Post by Ememjr » Mon Aug 21, 2017 3:53 am

i dont think you get new spells anymore, at least i havent noticed it actually giving you a new spell and there is definatley not a different spell id and doesnt not appear to be a different tier for that ability,
other thing i noticed which will be an easy fix, is that all the TS abilities that increase either duarbility or progress and use alot of power actually use a % of power on live. although on census and ours system its using about 150 power, on live it using either 5,6, or 7 Percent of your power no matter what level TS you are.

also althought he abilities that lower success it is lowering succes by a percentage
on live all abilities that lower progress or durabilty lower it by actual number duarabiltyadd or progress add whereas
on emu we are lowering by percent

I will fix those with the web editor

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: effects on items and spells

Post by Jabantiz » Mon Aug 21, 2017 3:48 pm

If the abilities just change tier the spell id will be the same, in the book they hide tier information for those abilities but off of census we get info for all 10 tiers I believe while most other spells don't even use all 10 anymore.

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