Open topaz-next-bot opened 3 years ago
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:51
Comment by Kthulupwns Monday Jun 22, 2015 at 08:18 GMT
The problem is I have no idea how to rebalance the equation here
local dINT = caster:getStat(MOD_INT) - target:getStat(MOD_INT); local resist = applyResistanceEffect(caster,spell,target,dINT,37,0,EFFECT_STUN); if(resist <= (1/16)) then -- resisted! spell:setMsg(85); return 0; end
if(target:hasStatusEffect(EFFECT_STUN)) then
-- no effect
spell:setMsg(75);
else
if(target:addStatusEffect(EFFECT_STUN,1,0,duration*resist)) then
spell:setMsg(236);
else
spell:setMsg(75);
end
end
return EFFECT_STUN;
end;
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:52
Comment by Kthulupwns Monday Jun 22, 2015 at 08:33 GMT
it looks like thats not the actual problem the problem is that dark magic skill is actually being calculated into stuns accuracy.
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:54
Comment by TeoTwawki Tuesday Jun 23, 2015 at 10:16 GMT
the problem is that dark magic skill is actually being calculated into stuns accuracy.
That is not the problem, that is supposed to be happening. On retail you can stack +dark skill gear to increase success rate on high resistance mobs. Problem has to lie elsewhere, especially if you are only seeing the problem on specific mobs or at specific level ranges.
A mobs lv, thunder resistance, stun resistance, int, and magic evasion stats will all aid its resistance while a players level, dark magic skill, int, and magic accuracy will aid in landing the spell. Maybe the level correction bits don't fair so well on higher levels? I've never seen the math for how that is done on retail, only how DarkStar does it in a handful of places like ranged ammo with add effects so I really can't be sure.
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:55
Comment by Kthulupwns Tuesday Jun 23, 2015 at 19:24 GMT
well i mean as a drk with Maxed merits on stun and + drk skill 75 cap i can barely land stuns on sky gods let alone jailers or tiamat, and a rdm/drk with a really low grade int dark skill should be able to land them at least 90% of the tiem
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:56
Comment by Deadwing888 Sunday Jun 28, 2015 at 05:35 GMT
If MOD_STUNRES could be configured to accept a negative value, we could just lower stun resistance on every mob that matters? Or maybe add 50 magic accuracy on top of what gets calculated via dark magic skill etc?
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:57
Comment by teschnei Sunday Jun 28, 2015 at 06:43 GMT
nobody is going to remember to add negative stun resistance every time they add a new mob
the solution is not to throw random bonus accuracy for no reason, it is to fix the actual resistance formula
On Sat, Jun 27, 2015 at 11:35 PM, Deadwing888 notificationsgithub.com wrote:
If RES_STUN could be configured to accept a negative value, we could just lower stun resistance on every mob that matters? Or maybe add 50 magic accuracy on top of what gets calculated via dark magic skill etc?
— Reply to this email directly or view it on GitHub github/DarkstarProject/darkstar - Issue 1526Darkstar Issue issuecomment-116196370 .
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:00:59
Comment by maxtherabbit Sunday Jun 28, 2015 at 12:07 GMT
the base resistance formula is correct as far as I can tell, one option is to use the bonus param in the call to applyResistanceEffect(caster,spell,target,dINT,37,0,EFFECT_STUN);
the '0' param is bonus macc
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:01
Comment by Deadwing888 Thursday Jul 02, 2015 at 14:20 GMT
Is there any info I could lift from retail that would help you with this?
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:04
Comment by maxtherabbit Monday Jul 06, 2015 at 13:55 GMT
a while back I reviewed the base magic resistance calculations and they appeared correct based on all information I was able to find online
it is my belief that either: 1) certain spells like flash and stun simply have bonus accuracy, in which case it would be appropriate to use the bonus param or 2) divine magic and dark magic obey different rules from elemental and enfeebling with respect to resistance - this could be tested on retail by comparing drain/aspir and banish resistances against dsp
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:05
Comment by bendangelo Sunday Sep 20, 2015 at 07:14 GMT
I been looking into magic resistance for a while now. I definitely believe flash / stun are special spells that have a bonus magic accuracy. They do not act like regular spells, I used to play blm and stun would rarely get resisted.
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:07
Comment by Deadwing888 Thursday Oct 15, 2015 at 10:43 GMT
bendangelo Any update on stun?
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:08
Comment by bendangelo Thursday Oct 15, 2015 at 13:33 GMT
I need a data point. I would say change to rdm/drk and chainspell stun an IT. Tell me the total number of casts and the number of resists.
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:10
Comment by bendangelo Thursday Oct 15, 2015 at 16:23 GMT
Yeah flash / stun / dispel / magic finale. They must all have a magic bonus of no higher than 50 because the formula just doesn't work for those spells. I'll probably hop onto retail and test it out later.
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:13
Comment by bendangelo Thursday Oct 15, 2015 at 16:37 GMT
That should be removed, with 200 magic acc it can land flash on anything
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:15
Comment by bendangelo Thursday Oct 15, 2015 at 16:57 GMT
The thing is that's overkill, you'll end up always landing flash on Kirin and magic resistant mobs. It has to be balanced in some way. I think 50 magic accuracy is reasonable or maybe even 75.
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:16
Comment by TeoTwawki Thursday Oct 15, 2015 at 20:40 GMT
Depends. In the case of that blu spell, it may not even be correct to have the bonus at all. I have no idea. Just stating what I think the thought was by whoever.
Somewhat unrelated thought, but: do we floor/cap the hit rate after all the math is done?
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:19
Comment by bendangelo Thursday Oct 15, 2015 at 21:45 GMT
Yeah magic is capped at 5-95%
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:22
Comment by bendangelo Thursday Oct 15, 2015 at 21:48 GMT
Floor is currently 5
Comment by topaz-bot Wednesday Jan 08, 2020 at 14:01:24
Comment by bendangelo Thursday Oct 15, 2015 at 22:07 GMT
From what I've seen it's been 5%. http://ffxiclopedia.wikia.com/wiki/Magic_Hit_Rate
Issue by topaz-bot Wednesday Jan 08, 2020 at 14:00:49 Originally opened as: project-topaz/topaz - Issue 23
Issue by Kthulupwns Saturday Jun 06, 2015 at 18:39 GMT Originally opened as DarkstarProject/darkstar - Issue 1526
Not sure if its the formula itself for resistance vs dark magic skill or the spell itself, but it doesn't land nearly as much as it should, a good example would be like nin/drk or rdm drk landing stuns on tiamat fairly consistantly, whereas it's nigh impossible to land 1 10% of the time on pretty much anything over lvl 80