Everquest for us
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s’what i thought for as much asskicking as we took, one halfway decent earring seemed like a participation trophy !
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@dwarf said in Everquest for us:
@halfgiant said in Everquest for us:
I wasn’t looking very hard I remember a weapon, and a earring last night, did we find any augments?
the monk Kuuan Gladiator Blade
an Earring of Fanciful Hope
and a Mudflow Stone augment (4 pt stamina)And a two-handed sword
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@daermadm said in Everquest for us:
the monk Kuuan Gladiator Blade
an Earring of Fanciful Hope
and a Mudflow Stone augment (4 pt stamina)And a two-handed sword
That’s true the two-handed sword, seemed pretty decent
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I found out why things were much harder for us last night dwarf, i normally click off the damage shield buff when we Rolandite so that i can fit all the buffs i want on Saravok. However my Ward of Bedazzelment, defensive proc that mez’s target that hits me, proc’s quite frequently and it wasn’t last night … which may explain a lot of my deaths. What i discovered is (after skimming logs in a more controlled manner this morning) the damage shield is waking the mob up after it has proc’d. The damage shield is immediately waking up the mob.
After a few tests this morning i was able to confirm.
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huh… wunner why the damage shield was “attacking” things while they were Vajazzled ? i thought it only hit people while they were melee’ing you ?
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@dwarf me to
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@halfgiant said in Everquest for us:
@dwarf me to
Timing of the effects from getting hit I would expect.
Mob hits you and the server processes all the reactions in order. What order I don’t know.
But if the mez proc is processed first, that could easily explain it. Because then The server continues down the logic loop and finds the damage shield and applies that.
Would have to read source code to know how things are applied in what order.
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I think your right Dwarf, pound for pound, those Discordlings make the best pets, i think its the stun they do.
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having been on the receiving end one too many times, i agree
stun + decent damage output with a fair bag o’ HP = one tough lil’ badasshad my AA’s bug out last night after the game… gonna log in and fiddle a reset or 12 to see if i can replicate it for cloud to nail down
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http://www.eqemulator.org/forums/showthread.php?t=41238
Interesting read, sounds like the spells are in the database, but haven’t been added to the merchant inventory. After reading a different howto discussion (different link), it didn’t sound like it was going to be trivial
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@dwarf said in Everquest for us:
had my AA’s bug out last night after the game… gonna log in and fiddle a reset or 12 to see if i can replicate it for cloud to nail down
huh… nevermind - its working ok today. musta been a client glitch
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Ok I’m a bit perplexed, i’ve tried my AA ability - Self Stasis
When i use it i get this message -
Its suppose to be target self, not sure if it’s in the database wrong or not. When i tested it i did have myself target’ed but i don’t think that would have mattered.
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@halfgiant said in Everquest for us:
Its suppose to be target self, not sure if it’s in the database wrong or not. When i tested it i did have myself target’ed but i don’t think that would have mattered.
Nothing past 70 is tested working 100%
But most things like AA and spells should just work because of how they are simply driven by db entries after the initial creation of the code to handle the AA. This looks like an AA with no prior or similar version. So it is possible it will need server code also.
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@daermadm said in Everquest for us:
Nothing past 70 is tested working 100%
But most things like AA and spells should just work because of how they are simply driven by db entries after the initial creation of the code to handle the AA. This looks like an AA with no prior or similar version. So it is possible it will need server code also.That’s a pre-70 AA ability
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@halfgiant said in Everquest for us:
@daermadm said in Everquest for us:
Nothing past 70 is tested working 100%
But most things like AA and spells should just work because of how they are simply driven by db entries after the initial creation of the code to handle the AA. This looks like an AA with no prior or similar version. So it is possible it will need server code also.That’s a pre-70 AA ability
Ah, didn’t look that close.
ok well it is something I can look into lateredit: It is from the Seeds of Destruction expansion. So likely it does need server code to implement.
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whilst you’re lookin 'round, Improved Familiar is throwing up an error too - the effect goes off, the buff shows up - but no model i’m guessing ? nothing shows up…
Unable to find data for pet Familiar8
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Looks like I’ll be hitting Dwarf’s shop about 8:15 or so.
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Well i have had a chance to put the new 71-80 spells thru the paces. For the most part it all impressively works, and works well. The only two obvious areas that throw an error are:
Auras - any aura level 71 and above (i tried all of them)
Message Given for “Mana Resurgence Aura Rk. III” -
“Unable to find data for aura Mana Resurgence Aura Rk. III”Enchanter Pet Animations - anything 71 and above; Ellowind’s Animation (71), Erradien’s Animation (76)
Message Given for “Erradien’s Animation Rk. III” -
“Unable to find data for pet Animate17_Rk3”Smells like missing database entries.
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Looks like there is some momentum on Dragons of Norrath-
http://www.projecteq.net/forums/index.php?threads/shared-tasks-testing-dragons-of-norrath.17166/