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 Post subject: Re: Mob TP feed
PostPosted: Thu Jan 19, 2017 9:08 am 
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Joined: Tue Mar 22, 2016 1:43 pm
Posts: 87
Deadwing wrote:
The formula for mob-fed TP if I recall is: mob gets tp the player got from the hit +3
So yes lower delay weapons do feed tp faster in a perfectly retail manner.

10.0 TP feed from damaging spells appears to also be working correctly.
I have no idea if mobs holding their tp and not going at 100% when above 25% health is working.

If there is anything specific you would like me to test I would be willing to.


Not 100% accurate, but just about. I tested this myself on retail, and it was consistent with this, but you would give enemies the amount you would receive + 3 before any store TP traits/equipment.

Any store TP traits an enemy had wouldn't grant it more TP upon being hit by a player, so maybe that is something not working correctly, mind you it isn't such a common trait to begin with.

Another thing I know was/most likely still is, are monster species do not receive the correct amount of TP upon hitting a player. In most cases I observed they were actually gaining less they should (wyrms, in particular). Wouldn't surprise me if it's all over the place and you have enemies gaining too much TP from hitting players.


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 Post subject: Re: Mob TP feed
PostPosted: Thu Jan 19, 2017 7:05 pm 
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Joined: Tue Mar 22, 2016 1:43 pm
Posts: 87
Aselius wrote:
Well either mobs get too much tp from players in general, subtle blow isnt working or working properly, or mobs are spending too quickly, but there's definately something wrong


Idk about Subtle Blow, though I'd be surprised if it's functioning at all let alone correctly. As for the latter though, there won't be much doubt that it isn't right. With the exception of the last 30% of an enemies HP, above that what the rates in which they should use TP can only be guesswork. It'd be very difficult to get the exacts on it.


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 Post subject: Re: Mob TP feed
PostPosted: Thu Jan 19, 2017 7:14 pm 
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Joined: Tue Nov 22, 2016 1:10 pm
Posts: 41
https://www.youtube.com/watch?v=ThLag7ZXcKI

Made a video to show how mob tp works. Each dagger hit is 83 tp as I demonstrate, and each mob hit is 64 tp. ranged attack gives 180 tp (ammunition delay is ignored for mob tp gain though, just as it is ignored for player tp generation :( ).

Mobs clearly still use tp at almost immediately upon obtaining 1000tp.

Also video proves subtle blow works, used monks roll and it gave less tp. But subtle blow would do next to nothing in an xp party in the grand scheme of things anyway.


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 Post subject: Re: Mob TP feed
PostPosted: Thu Jan 19, 2017 8:29 pm 
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Joined: Sat Jan 07, 2017 3:34 am
Posts: 19
Kazaram wrote:
https://www.youtube.com/watch?v=ThLag7ZXcKI

Made a video to show how mob tp works. Each dagger hit is 83 tp as I demonstrate, and each mob hit is 64 tp. ranged attack gives 180 tp (ammunition delay is ignored for mob tp gain though, just as it is ignored for player tp generation :( ).

Mobs clearly still use tp at almost immediately upon obtaining 1000tp.

Also video proves subtle blow works, used monks roll and it gave less tp. But subtle blow would do next to nothing in an xp party in the grand scheme of things anyway.


I just want an official word its being worked on. Not these shit patch notes that say "I changed a bunch of stuffz." The communication Nasomi has with the community is terrible. :\


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 Post subject: Re: Mob TP feed
PostPosted: Thu Jan 19, 2017 10:04 pm 
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Joined: Mon May 02, 2016 9:15 am
Posts: 38
Kazaram I just want to say that I love that you thought up this way of testing TP feed and I love even more that you screencap'd it for us all to see. I would be interested to see how much TP feed 2 handed weapons do vs. dual wielded weapons of the same or close to the same delay. I can say that for now... i will not be using ranged atks at all... O.o


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 Post subject: Re: Mob TP feed
PostPosted: Fri Jan 20, 2017 12:42 am 
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Joined: Tue Nov 22, 2016 1:10 pm
Posts: 41
It was my pleasure. I made the video as soon as I noticed the topic.

The conclusion of the video is actually ranged attacks are better for minimising mob tp! Archer knife gives 83 tp for 190 delay and the gun 180 for 600 delay, gun has more than 3x delay but does not give more than 2.2x the tp. Additionally ammunition delay is ignored but still adds damage so is even more advantageous.

The general rule is that the lower the delay on the weapon the higher the mob tp gain per second. As an example two dual wield axe of 250 delay (after dw2 applied) should give approx 10 tp per hit, 2h gaxe of 500 delay would give approx 17.6 tp per hit. https://www.bg-wiki.com/bg/Monster_TP_gain


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 Post subject: Re: Mob TP feed
PostPosted: Fri Jan 20, 2017 7:18 am 
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Joined: Tue Nov 22, 2016 3:48 pm
Posts: 20
Kazaram wrote:
https://www.youtube.com/watch?v=ThLag7ZXcKI

Made a video to show how mob tp works. Each dagger hit is 83 tp as I demonstrate, and each mob hit is 64 tp. ranged attack gives 180 tp (ammunition delay is ignored for mob tp gain though, just as it is ignored for player tp generation :( ).

Mobs clearly still use tp at almost immediately upon obtaining 1000tp.

Also video proves subtle blow works, used monks roll and it gave less tp. But subtle blow would do next to nothing in an xp party in the grand scheme of things anyway.



So this confirms it. Mobs are TP'n right at 1000% above 25%. They're suppose to hold tp until 3000% before they tp when their HP is > 25%

Nasomi does not read these forums. I'd say take that video to him on naschat


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 Post subject: Re: Mob TP feed
PostPosted: Fri Jan 20, 2017 9:53 am 
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Joined: Tue Mar 22, 2016 1:43 pm
Posts: 87
Unsho wrote:
Kazaram wrote:
https://www.youtube.com/watch?v=ThLag7ZXcKI

Made a video to show how mob tp works. Each dagger hit is 83 tp as I demonstrate, and each mob hit is 64 tp. ranged attack gives 180 tp (ammunition delay is ignored for mob tp gain though, just as it is ignored for player tp generation :( ).

Mobs clearly still use tp at almost immediately upon obtaining 1000tp.

Also video proves subtle blow works, used monks roll and it gave less tp. But subtle blow would do next to nothing in an xp party in the grand scheme of things anyway.



So this confirms it. Mobs are TP'n right at 1000% above 25%. They're suppose to hold tp until 3000% before they tp when their HP is > 25%

Nasomi does not read these forums. I'd say take that video to him on naschat


Not correct, above 25% HP they're suppose to use TP randomly above 1000TP (that is, to say, you could see an ability go off at 1100TP, although rare). The exacts on how SE designed this are not clear though, and would be an arduous task to figure out.

It's not something that will ever function precisely how it does on retail. I'm not sure how difficult this would be to code but a simplified version, or "band-aid" patch where this is concerned would be:

5% - Uses ability at 1100TP.
8% - Uses ability at 1200TP.
10% - Uses ability at 1300TP.

And so forth. I'm no coder, so I have absolutely no idea how hard something like this would be to implement, but this would probably be the closest you could really get to whatever the hell retail does.


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 Post subject: Re: Mob TP feed
PostPosted: Fri Jan 20, 2017 11:52 am 
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Joined: Tue Mar 15, 2016 9:22 am
Posts: 54
Deadwing wrote:
The formula for mob-fed TP if I recall is: mob gets tp the player got from the hit +3
So yes lower delay weapons do feed tp faster in a perfectly retail manner.

10.0 TP feed from damaging spells appears to also be working correctly.
I have no idea if mobs holding their tp and not going at 100% when above 25% health is working.
.


tp feed from damaging spells is supposed to be 100tp right? or do you mean before they changed the formula from 300 to 3000?


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 Post subject: Re: Mob TP feed
PostPosted: Sat Jan 21, 2017 9:52 am 
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Joined: Sat Jun 11, 2016 1:07 am
Posts: 293
So I guess this means BSTs and SMNs are still xping on Goblins like crazy then?

_________________
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Gilgamesh 2002-2008.

Let's do the Time Warp again!

New to Nasomi and have a question? PM me, I'd be glad to help!


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