Loading...   

Elidroth - Dev

https://forums.station.sony.com/eq/index.php?threads/rogue-monk-berserker-your-feedback-input-is-needed.211901/page-6#post-3101709

So here's reality:

SPA 211 - AoE Melee hits all targets around the character within melee range for another complete swing. If there is only the single target, it executes another swing upon this target. This can double or triple attack.

Except for Monks and Rangers, who only get a single swing. :mad: No idea why this was written this way.


Aristo - Dev

https://forums.station.sony.com/eq/index.php?threads/what-happened-to-hundred-hands.211241/#post-3094955

Those of you who are parsing spell files may have noticed big changes with all of the spells that have Hundred Hands Effect on them. We changed how this effect works and updated spell data to match.

The Math: What Changed?

Here's how weapon delay would be calculated the old way:

Final delay = (Original Delay / (haste mod *.01f)) + ((Hundred Hands / 100) * Original Delay)

Hundred Hands effect was always applied to the original weapon delay, meaning it was getting more than doubled by haste effects.

Here's the new calculation, with the changes bolded:

Final delay = (Original Delay / (haste mod *.01f)) + ((Hundred Hands / 1000) * (Original Delay / (haste mod *.01f))

Now the haste mod is applied in both places, so the Hundred Hands effect is the same percentage whether or not you've got max haste or not. We also divide by one thousand rather than one hundred, so each point in spell data is worth one tenth of what it was. This gives us much more granularity in adjusting these effects.

The Upshot: No big changes should be noticeable

We didn't want to make any changes at this time, so the values that are now in the spell file take the effect of max haste into account for negative values (i.e., the ones you want) and don't account for haste for the negative values (the ones you don't want). If our math is all correct, you should see swing speeds on Beta that are within one percent of their values on Live, with the remainders in your favor.

Here are some examples:
 

Code:
Base Delay      20              25              30              37
Haste           2.25            2.25            2.25            2.25
HHE (old)      -17             -17             -17             -17
Final Delay     5.488888889     6.861111111     8.233333333     10.15444444
                
Base Delay      20              25              30              37
Haste           2.25            2.25            2.25            2.25
HHE (new)      -383            -383            -383            -383
Final Delay     5.484444444     6.855555556     8.226666667     10.14622222

Difference     -0.004444444   -0.005555556   -0.006666667   -0.008222222

The exception: Less than max haste

There is one situation where you will notice a difference, and that's if you have Hundred Hands Effect on you and you are not at maximum haste. In that case, you should actually see more of an effect from Hundred Hands than you did before, since it has the effects of max haste built in to the data.

So why make the change in the first place?

Yes, it's true we're trying to make this change as minimal as possible, but what this does is let us at least consider using Hundred Hands effect in the future. By fixing the calculation we can now be certain that the effects are the same whether a player has haste or not. By working in thousandths rather than hundredths we have more granularity to work with. With both options in place we might be able to find places that can improve in small amounts when the old 'chunks' were too big to deal with.

But don't take my word for it...

Right now is a perfect time to doublecheck us and make sure our change is producing what you expect. If you can, please run parses on both live and Beta servers and make sure that you're getting (within reason) the same number of attacks over time. As I said, we don't want to change the balance of power right now; we want this to work the same way. If you find discrepancies in long parses, please let us know in this thread. Thanks!

 


Dzarn - DEV

https://forums.station.sony.com/eq/index.php?threads/heroic-charisma-finally-useful-plane-of-war.209781/

The bonuses of heroic charisma on faction gains have to be set 'per faction' so the vast majority of factions are not set up to use this scaling.

The scaling on Castle Rulnavis and Castle Tamrel gains are: for every 50 points of heroic charisma you have you get 20% more gains up to 100% at 500 points of heroic charisma. Rather than truncating gains (because the minimum faction adjustment is 1 point) a decimal remainder causes the system to do a random roll to determine whether or not an extra point is added.

The interval on 'most but not all' other factions that use heroic charisma for modification are for every 100 points you get a 20% bonus up to 100% at 1000.

Additionally, 'most but not all' of the other factions that use heroic charisma have a 'reaction bonus' whereby you get 20 more points to your reaction to that faction for every 100 heroic charisma up to a maximum of 100 bonus reaction points for 1000 points of heroic charisma.

Most of the factions that make use of heroic charisma are from SoF and SoD.

For reference, the following factions do make use of heroic charisma to scale your gains/losses:
Castle Rulnavis
Castle Tamrel
The Borrowers
Bertoxxulous' Chosen
Camp Valor
Ladies of the Light
Loyalists of Kerafyrm
Crusaders of Veeshan
Brownie Rebels
Ak'Anon Strike Force V
Fang Breakers
The Fallen
Ancestors of the Crypt
Minions of Meldrath
Bloodmoon Were-Orcs
Darkvine Villagers
Wind Nymphs
Guardian Defense Forces
Residents of the Glade
Bayle's Irregulars
Plaguebringer Parishioners
Blackburrow Gnolls
Darkpaw Gnolls
Army of Light 
Thaulen Teir'Duuren
Kithicor Irregulars
Prisoners of the Dark Elves
Discordant Agents
Dragorn Forces
Discordant Army
Toskirakk Slaves
Toskirakk Slavers
Rallosian Guards
Toskirakk Merchants
Rathe Council
Rallosian Invaders
Rathe Living Heaps
Rathe Council Defenders
Darkhammer Dwarves
Primal Crystallines
Oceangreen Residents
Cirtan, Bayle's Herald
Silla Herald
Tynoc, Herald of Scale
Mitius, Herald of Change
Herald Argoth
Herald of Druzzil Ro
Ancient Blackburrow Gnolls
Sebilisian Empire
Discordant Armies
King Naythox Thex Loyalists
Queen Cristanos Thex Loyalists

Of those factions the following offer a 'bonus reaction' based on your total:
The Borrowers
Loyalists of Kerafyrm
The Fallen
Ancestors of the Crypt
Minions of Meldrath
Bloodmoon Were-Orcs
Darkvine Villagers
Wind Nymphs
Guardian Defense Forces
Residents of the Glade
Bayle's Irregulars
Plaguebringer Parishioners
Blackburrow Gnolls
Darkpaw Gnolls
Army of Light 
Thaulen Teir'Duuren
Kithicor Irregulars
Prisoners of the Dark Elves
Discordant Agents
Dragorn Forces
Discordant Army
Toskirakk Slaves
Toskirakk Slavers
Rallosian Guards
Toskirakk Merchants
Rathe Council
Rallosian Invaders
Rathe Living Heaps
Rathe Council Defenders
Darkhammer Dwarves
Primal Crystallines
Oceangreen Residents
Ancient Blackburrow Gnolls
Sebilisian Empire
Discordant Armies
King Naythox Thex Loyalists
Queen Cristanos Thex Loyalists