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Difference between revisions of "Game Mechanics"

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(Melee Combat and Damage)
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* off hand = dmg*2
 
* off hand = dmg*2
  
That's why a fast weapon can perform as good as a slower weapon with better ration. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).
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That's why a fast weapon can perform as good as a slower weapon with better ratio. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).
  
 
''' Role of STR '''
 
''' Role of STR '''

Revision as of 14:42, 13 December 2010

This page is intended for a more technical discussion of the game mechanics. For instance, equations governing combat, how STA translates into HP, how the con color system scales with level. It is important that this information applies to p1999 mechanics, as opposed to Live mechanics, post-Velious mechanics, or EQEmu mechanics. Each topic can have a list of reference links which may or may not apply. There should be consensus that the information is valid for p1999 before it is copied into this page.

Contents

Group Level Requirement for Experience

If the level difference within a group is too great the lower level member will not get experience. The criterion is:

Lowest Level * 1.5 (Round down) or Highest Level * 0.667 (Round up)

Generic Examples

  • Level 20 can group up to a 30 (20 * 1.5 = 30)
  • Level 30 can group down to a 20 (30 * 0.667 = 20)

Rounding Examples

  • Level 33 can group up to a 49 (33 * 1.5 = 49.5)
  • Level 50 can group down to a 34 (50 * 0.67 = 33.34)

Corpse Decay Time

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Faction System and Levels

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Consider Color Scalings with Level

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Hitpoints Calculation from STA and Level

Weapon Proc Rates

Proc rates are computed on a procs per minute basis. I believe this is the same number for the vast majority of weapons, but some weapons have a higher adjusted procs per minute rate, and some such (with big procs) are adjusted downwards. The game translates the weapons targeted procs per minute and applies it to your weapon. If you are swinging 100 times a minute with your main hand, and the targeted procs per minute is 5, then the game essentially makes this computation:

  • 5 procs divided by 100 swings = chance to proc per swing
  • 5 / 100 = 0.05 or 1 in twenty chance.

Now if your haste wears off, and you're only swinging 50 times per minute, the game actually will up your chance to proc per swing

  • 5 / 50 = 0.10 or 1 in 10 chance to proc per swing

This is confusing to some people but it's definitely true.

Melee Combat and Damage

Note: Melee damage (specifically, damage bonuses) are undergoing a revamp with the launch of Kunark.

Weapon Damage / Efficiency

Weapon damage can be figured by using this formula:

Average_Slash = (2 * Weapon_Base) + Bonus_Modifier + STR Modifier

Damage Cap

Damage cap = (dmg * 2) where dmg is the weapon's stated damage.

  • levels 1-9 - damage cap is 20
  • levels 10-19 - damage cap is 40
  • 20+ - lifted, can do 2x weapon damage or more based on class

The dmg*2 formula is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:

  • main hand = (dmg*2)+8
  • off hand = dmg*2

That's why a fast weapon can perform as good as a slower weapon with better ratio. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).

Role of STR

As for str, you will notice more effects at later level. It does increase my max damage when I go from 180 (unbuffed) to about 250 (shaman buff). In the end, my main hand 10/21 has a max damage of about 45, so from the formula:

  • (2*10)+8 = 28

I have an extra 17 damage, I would think that it is all coming from str bonus at my level? Not sure.

The other effect of str is that it raises your ATK (about 1 ATK for 1 str) and the more ATK you have, the more likely you will get high hits.

Role of STR on other emulated servers

The source code for EQ Emulator calculates max damage based on Weapon Damage, STR, Weapon Skill, Class, and Player Level. This algorithm may have been changed on P99, but here it is for reference:

  • [Max Damage] = ([Mod] x [Weapon Damage]) + [Main Hand Bonus] (rounded down)
  • [Weapon Damage] is the damage listed on the weapon.
  • [Main hand bonus] is always 0 for non-melee characters, and weapons wielded in the off-hand.
  • [Main hand bonus] for one handed weapons is: ([Player Level] - 25) / 3 (rounded down)
  • [Main hand bonus] for two handed weapons is a higher value that is also based on the weapon delay. See http://lucy.allakhazam.com/dmgbonus.html
  • [Mod] is calculated as: ([Weapon Skill] + [STR] -75) / 50
  • If [Mod] is less than 2, then 2 is used instead.
  • If [Player Level] is less than 10, then [Max Damage] is capped at 20.
  • If [Player Level] is less than 20, then [Max Damage] is capped at 40.

So at low levels, [Max Damage] is always twice the listed weapon damage. In the example above, a level 50 melee character using a 10 damage weapon, with 200 weapon skill and 250 strength, max damage would be calculated as:

  • [Mod] = (200 + 250 - 75) / 50 = 3.75
  • [Main Hand Bonus] = (50 - 25) / 3 = 8
  • [Max Damage] = (3.75 x 10) + 8 = 45

Note that increased damage from strength is applied to both main hand and off hand weapons, and is a multiplier. The level based [Main Hand Bonus] is a flat number that is only added to the main hand weapon and is not affected by strength.

Backstab Damage Calculations

Note: Damage bonuses were removed by Rogean with the launch of Kunark.

At level 51, your offense skill is 215, and your backstab skill is 203.

Backstab uses a weapon damage multiplier of: 2 + (Skill * 0.02).

((Offense + (Str up to 200) + (str over 200 / 5)) * WepDmg * Mult) / 100

((215 + 200 + (55 / 5)) * 13 * (2 + (203 * 0.02))) / 100 = 335.6028

If you had, for example, 200 strength:

((215 + 200) * 13 * (2 + (203 * 0.02))) / 100 = 326.93700

Under 200 starts to hurt even more since over 200 has diminishing returns. 150:

((215 + 150) * 13 * (2 + (203 * 0.02))) / 100 = 287.54700

At level 60, your offense skill will be 252, and backstab will be 225. With a 13 damage weapon at max strength:

((252 + 200 + (55 / 5)) * 13 * (2 + (225 * 0.02))) / 100 = 391.23500

With Ragebringer or any other 15 damage weapon:

((252 + 200 + (55 / 5)) * 15 * (2 + (225 * 0.02))) / 100 = 451.42500

Experience Penalties

By Race:

  • Troll -20%
  • Iksar -20%
  • Ogre -15%
  • Barbarian -5%
  • Halfling +5%

By Class:

  • Paladin / Shadowknight / Ranger / Bard -40%
  • Monk -20%
  • Wizard / Magician / Enchanter / Necromancer -10%
  • Rogue +9%
  • Warrior +10%

Exp penalties are multiplied not added, so a troll sk would be (1.4 x 1.2 = 1.68 or 68% penalty).