Wantonsoup95
Ahn'Qiraj Raider
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I have some lower end int gear I am tired of trying to sell if anyone is starting out, look me up on Green, Darktooth.
It was there and quite often used. It's just if you werent best friends with a charm class, you probably didnt notice it at such a young age. I cant remember everything but I remember some of the gear I used in classic (for example) and in hindsight, I was a retard that had no idea what I was doing.I'll definitely hit you up, if I see you on.
Charm feels off on the P99 servers. I don't remember it being so powerful back in the day. I very well could be misremembering.
I'll definitely hit you up, if I see you on.
Charm feels off on the P99 servers. I don't remember it being so powerful back in the day. I very well could be misremembering.
i don't think charm is off, it's individual NPC magic resists that will never be accurate on an emu. TAKP is probably more closer in line in that regards because Torven has done an incredible job parsing logs for individual npcs or has parsed live when needed.
What I remember from live is that hardly anyone charmed in dungeons. Those that did weren't holding down Sebilis camps etc. like you can see on p99.
i don't think charm is off, it's individual NPC magic resists that will never be accurate on an emu. TAKP is probably more closer in line in that regards because Torven has done an incredible job parsing logs for individual npcs or has parsed live when needed.
Charm's chance to break has been increased significantly. The code that was in place to cap the magic resist reduction for charm ticks was not functioning. It has been fixed. The same error was causing roots to almost never break early, and has also been fixed.
Lull spells were not checking magic resist on critical resists, and now it will. The result is mobs with high MR will be more likely (or even guaranteed if the MR value is high enough) to aggro on resists. The base resist rate on lulls (the first check) was and will continue to be 7.5%, but currently that is reduced by level, so low blues and greens will almost never resist.
This is the first pass of changes I am making to the resist algorithm and will not be the last. Red cons are currently not resisting enough and in the near future they will. Charm and Root resist rates can also be adjusted with a server rule and won't need a recompile.
The rates at which Charm and Root will break after the patch were not set by me-- they were calculated by an eqemu dev that parsed many hours of logs and a cursory look at his numbers leads me to believe they are fairly close to accurate. However I am parsing my own numbers to verify.
Charm on Al'Kabor and Live averaged somewhere around 5 or 6 minutes, depending on a number of variables. Charm on TAKP was averaging north of 12 minutes. Depending on demand, I will make my charm data and analysis available. (it takes considerable time to prepare, not trying to hide it)
The first check ignores the target's MR value and instead uses a 15 MR value. This is verified by not only parses but the pasted pseudocode from a Sony developer. 15 MR translates into a 7.5% resist rate on a white con. See http://everquest.allakhazam.com/forum.h ... 9310546959
If that roll fails, it does a second resist roll, this time using the target's magic resist value but modifying that value based on the amount of charisma the caster has. The rate is -1 resist value per 10 charisma above 75; under 75 it makes it more likely to aggro at a rate of +1 MR per 6 charisma. This charisma modifier is also used for charm spell lands, but not ticks, which gain no benefit from charisma.
Pretty sure it was confirmed at one point that p99 has its own custom charm/charisma code? If you browse the wayback machine, or if you were a GOOD enchanter or played with one back in the day, you'll see it consistently stated that there were massive, massive diminishing returns on Charisma past like, 140? Not so on p99, you want that shit at 255 above all else. There's a guy on youtube that does solo enchanter stuff and has solod stuff like Emperor Chottal. And he basically talks about how with 255 cha, if charm doesn't break right away, it's almost guaranteed to last the full duration. There were no guarantees like that in real classic, at least not that much.Charisma does not affect the charm "tick" check - only the initial cast of charm, like lull. It even says that on TLP when you hover your mouse over CHA.
Here is Torven talking about a change to eqemu in reference to TAKP -
So, unless the p99 devs added a CHA check into their own code for charm duration (which they shouldn't have) it doesn't affect charm duration.