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noisestorm
Posts: 1727

Re: [Pending Update] Current State of Classes and Abilities

Post#501 » Wed Feb 18, 2015 5:25 pm

hmm im wondering why one would want(or better need) an interpolation for a distance measurement... did you talk with Dana/Max or someone else about that odd thing already? maybe its also used somewhere in the strange AoE cleaves choppas/maras throw around and could fix some of those things too?

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Telen
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Re: [Pending Update] Current State of Classes and Abilities

Post#502 » Wed Feb 18, 2015 5:39 pm

Whatever the calculations are doing they are all correct just 10 feet out
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Sulorie
Posts: 7461

Re: [Pending Update] Current State of Classes and Abilities

Post#503 » Wed Feb 18, 2015 7:26 pm

Telen wrote:
Sulorie wrote:Telen, I checked your backlash damage factors and they seem to be ok for the most part. Certainly not correct are the range of damage steps and most likely the number of steps itself.
Numbers and video evidence later today.
They aren't exact but very very close. I have no clue what the actual formula was maybe it was based off another coefficient but it worked out to be very close to what I wrote.
Noticed the following behavior in this video:

http://youtu.be/1S-Pi0WZCOU

I guess there was no bolster buff to r45 in rvr at this time on test server, otherwise he had more HP, so his rank should be 40. But don't nail me down on this, he might be 41.

"->" indicates the dark magic value before and right after the cast.


lvl40, rr80:
100: 766 dmg
70->95: 306 dmg
70->80: 306 dmg
60-70: 306 dmg
40/50: 306 dmg (not clear which Surging Pain casts causes the backlash)
35->60: 306 dmg


At 70 dark magic we have the same backlash damage as on 35 to 60.

Values 70 and above become clear in this video:

http://youtu.be/5qHllwVUyoQ?t=1m5s


lvl39:
70->95 Gloomburst: 292 dmg (before the linked time stamp in the video)
75->85 Doombolt: 585 dmg
85->100 Gloomburst: 585 dmg
100 Impending Doom: 732 dmg


----------------------------------------------
Summary:
Before we talk about the damage calculation, we have to be sure about the damage steps and their range.
Both videos show similarities in the damage values on certain verified comb/dm levels.

35 to 70 = ~300 damage
75 to 85 = ~600 damage
90(?)-100 = ~750 damage

Now I give you something to think.

Dhar levels:
1-10
11-30
31-70
71-90
91-100

Dhar level 1-10 and 11-30 have a backlash chance of 4% and 8%, so it is unlikely to get video evidence for the values.

The damage steps are quite similar to Dhar levels as you can see. Honestly I would say they are the same.
Last edited by Sulorie on Sat May 16, 2015 7:32 pm, edited 1 time in total.
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Azarael
Posts: 5332

Re: [Pending Update] Current State of Classes and Abilities

Post#504 » Wed Feb 18, 2015 7:55 pm

I concur with that opinion.

Sulorie
Posts: 7461

Re: [Pending Update] Current State of Classes and Abilities

Post#505 » Wed Feb 18, 2015 8:15 pm

Azarael wrote:I concur with that opinion.
Just the damage calculation itself is not fully clear.

35 to 70 = ~300 damage
75 to 85 = ~600 damage
90(?)-100 = ~750 damage

1-10
11-30
31-70
71-90
91-100

Taking the middle step as a base value, the next step is x2 and the last one x2,5 times the damage.
I am sure the first and second step exist and have much lower values.
While we already have a base value, we could divide the base value by a factor to calculate those lower step values.

Concerning the exact damage numbers, we could need more input to verify the progression.
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Telen
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Re: [Pending Update] Current State of Classes and Abilities

Post#506 » Wed Feb 18, 2015 9:25 pm

If there were 2 extra steps it seems logical they would have been 1/2 and 2/5 to mirror the upper steps from base. With such low chance I dont remember ever seeing them so no idea.
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Morf
Posts: 1247

Re: [Pending Update] Current State of Classes and Abilities

Post#507 » Thu Feb 19, 2015 3:06 pm

Slight bug with sham mechanics and im guessing AM is the same, will full mechanics using big heal it plays the full animation instead of just the last part meaning you have to wait for the animation to finish before you can do anything else.
Im sure a sham/Am player will correct me if im wrong but with full mechanics didnt a skill with cast time ignore gcd ? for example you have full mechanics cast big heal and as its a insta cast well like 0.02 sec or something like that the next skill u use would be able to be used straight away after the animation for big heal finished ?
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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noisestorm
Posts: 1727

Re: [Pending Update] Current State of Classes and Abilities

Post#508 » Thu Feb 19, 2015 3:43 pm

I really really cant remember the latter one, but as you said mechanics seem to work for the reduction of the effective casttime, but the actual castbar and animation renders you unable to cast other stuff while standing for the whole standard spell duration.

Another Bug here is the value refresh on damage. My DoT starts with 60 dmg, if i use any healing spells during the DoT duration, the damage of the already applied DoT increases by 5% (+3 in my case), which should not be like that afaik.

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Telen
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Re: [Pending Update] Current State of Classes and Abilities

Post#509 » Thu Feb 19, 2015 4:02 pm

Morf wrote:Slight bug with sham mechanics and im guessing AM is the same, will full mechanics using big heal it plays the full animation instead of just the last part meaning you have to wait for the animation to finish before you can do anything else.
Im sure a sham/Am player will correct me if im wrong but with full mechanics didnt a skill with cast time ignore gcd ? for example you have full mechanics cast big heal and as its a insta cast well like 0.02 sec or something like that the next skill u use would be able to be used straight away after the animation for big heal finished ?
Same with res
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Azarael
Posts: 5332

Re: [Pending Update] Current State of Classes and Abilities

Post#510 » Thu Feb 19, 2015 4:09 pm

Telen wrote:Whatever the calculations are doing they are all correct just 10 feet out
To update you on this:

Nobody on RoR added the linear interpolation as far as I know, but if it's removed, a different problem results. The client's ability icons light up when the player is within range, but the ranges don't match correctly below 65ft. 5ft abilities light up at 12ft and 30ft abilities light up at 35ft.

Not really sure what I should do here. I would be inclined to say that Mythic gave grace on certain ability ranges (after all, the players look much further away than 5ft when the melee abilities light up) but I don't think everyone would agree with me.

Image

Even by eye, that's 12ft when you factor in the height of the BW.

EDIT: I guess there's a possibility that the distance check is done from the edge of the projected "ring" around the character, providing a collision radius of sorts.

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