DarkstarProject / darkstar

DEPRECATED - FFXI Server Emulator - See Project Topaz
https://github.com/project-topaz/topaz
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Monsters gain TP rapidly when melee attack #3969

Open ghost opened 6 years ago

ghost commented 6 years ago

I have:

Client Version (type /ver in game) : 30170707_1

Server Version (type @revision in game) : Revision: d428456385e41c5120155badf126d8c8c1981d88

Source Branch (master/stable) : Master

Additional Information (Steps to reproduce/Expected behavior) : @TeoTwawki asked me to report this here regarding DPS using the a pre2014 retail update to TP gain, http://ffxiclopedia.wikia.com/wiki/Tactical_Points

Just a very brief (not actual numbers) example: Using SAM as the example, SAM gains ~250tp per swing. SAM hits Fafnir, Fafnir gets 250tp. Where as Fafnir hits SAM, SAM gets ~50tp.

TeoTwawki commented 6 years ago

Note: I already checked that it wasn't something silly like storetp working the wrong direction, and that the tp gains look like they did back when I actually still played retail. I never checked what the change was described on wiki was or if we did that already, told him open this and tag me so I don't forget him (again)

teschnei commented 6 years ago

what does "off" mean?

I don't understand what the issue is

ghost commented 6 years ago

Monsters/NMs are weaponskilling really rapidly, when you throw more then 1-2 people on them. Like they will ws back to back with very few auto attacks themselves.

Cloudef commented 6 years ago

goblins at least are very dangerous with their full tp bombs, but then again it is sort of fun in own way.

Deadwing888 commented 6 years ago

Is modern retail's TP formula no longer attacker tp (before storetp) +3.0?

TeoTwawki commented 6 years ago

looking at bg, the description went from:

Delay TP gained
\<180 8.0+((Delay-180)×1.5)÷180
180\~450 8.0+((Delay-180)×6.5)÷270
450\~480 14.5+((Delay-450)×1.5)÷30
480\~530 17.0+((Delay-480)×1.5)÷50
>530 17.5+((Delay-530)×3.5)÷470

to the much simpler:

Base Monster physical damage TP gained = Player Base TP per hit (before Store TP but after Delay reduction) + 3 TP

And this happened at the same time TP went from three digits to four. I been busy reinstalling software to laptop for the last couple days so I have not looked at the codebase to see if that is what we already have. We already have the 4 digit TP, of course.

TeoTwawki commented 6 years ago

@Deadwing888 so modern should be what you said. If DSP matches that, this can't but what the OP thought.

Deadwing888 commented 6 years ago

They appear to model the same behavior in terms of tp fed. It is possible the simpler formula was not recognized until we could easily see fractional TP.

Deadwing888 commented 6 years ago

Oh sorry it just clicked to me what @Raelious (hey buddy) is speaking of. The actual issue here is the way TP moves are being handled once the mob has over 100.0TP basically DSP has this TP_USE_CHANCE thing which actually doesn't emulate retail in any fashion.

It runs so often that even a very low TP_USE_CHANCE triggers the TP moves at or near 100.0 mob tp all the time regardless of HP. No value for TP_USE_CHANCE will emulate retail. For instance soloing cactrot rapido on retail, he won't spontaneously decide to use a TP move if no fresh TP was fed to him unless his HP was dropped below 50% or 25%. Other than those scenarios he has a randomly assigned TP value to go at, it's a static value and if he doesn't hit it he won't tp move no matter how much time passes.

Disclosure: I have not built DSP modern in some time, so I'm not aware of edits this system may have already undergone.

TeoTwawki commented 6 years ago

@Deadwing888 thats what I thought talkin to him on discord, till we started talking about multihit. might be multiple probs that add up to mob "goes" too often? Coz I don't notice any prob with like, lizards in dunes.

Deadwing888 commented 6 years ago

The whole concept of a "TP_USE_CHANCE" is non retail. It should be a TP_USE_PERCENT which is set on mob spawn and on mob weaponskill; a random 100.0-300.0 with exceptions to go automatically under 200.0 under 50% and 100.00 under 25%.

But yes TP_USE_CHANCE is called way too often to have it actually modulate tp frequency in its current non retail form.