MitigationAC = INT(DefenseSkill / 3) + INT(WornAC * 4 / 3) + INT(if Agility > 70 then Agility / 20 else 0)ĪvoidanceAC = INT(DefenseSkill * 400 / 225) + INT(8000 * (Agility - 40) / 36000) + AvoidanceStat Ignoring some important things, like buffs, AAs, and heroic stats, the simplified formulae are these: The values we want in particular are the mitigation AC ('ACSum' in Dzarn's post) and avoidance AC ('ComputedDefense'). I was able to calculate AC with absolute precision which allows me to calculate sheet AC, worn AC, agility, or defense skill even if I were missing one of the four. This was straightforward, thanks to Dzarn. Develop a high precision model of the player character damage multiplier.Ĭalculating Player Avoidance AC and Mitigation AC.
PROJECT BRUTALITY 3.0 TEST MELEE.TXT PLUS
![project brutality 3.0 test melee.txt project brutality 3.0 test melee.txt](https://cf.geekdo-images.com/jwlZNzhBtYK-p23tR5YOog__large/img/zyLNfu-UgUrfWfTh2nppi0afK8w=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic3771371.jpg)
Precision is important because player character component stats are the foundation for everything else in this document. This really made much of this possible.ĪTK doesn't have a developer post about it, so Demonstar55 decompiled a client and managed to figure out how the stat was calculated precisely. The emulators were given a great gift in the form of Dzarn's AC breakdown post in April 2014. The first steps in figuring out how EverQuest calculates melee damage and avoidance were to split these stats into their separate component stats. It's long been known that AC and ATK are a combination of two values: avoidance and mitigation for AC, and to-hit and offense for ATK. Note that you can redirect the output to a text file by using the '>' operator at the command line. These scripts must be executed with a command line Lua interpreter. The scripts that pertain to this document are 'a' and 'a'. Check the spreadsheet for some of the illustrative math. Note that, for the sake of brevity, some of the formulae I present in this document will not include much in the way of how I came to them. A log generally needs to be several hours long to be useful obviously the longer it is, the more accurate the estimates that can be derived from it. Many of these logs were overnight or even longer. I produced hundreds (over 2.6 gigs worth) of logs over the last year and parsed them with a custom lua script that I also wrote which output the data in a way that I could easily paste into the spreadsheet. I will at times refer to a somewhat large spreadsheet that I made which has the parsed results of my logs and most of the calculations discussed in this document. Daybreak is what they are now, and (Sony owned) VI is what they were when they designed these mechanics, but Sony owned EQ until recently. Note that I use 'Sony' in this document to refer to what could also be called Verant Interactive or Daybreak Games. Much of my work built off of his and could not have been done without his help, so he deserves his due credit. Everything here applies to Live, however NPCs in later expacs are likely to have higher stats than are plotted here.Ī significant potion of this work was done by Demonstar55 and hopefully I've noted every instance of his involvement.
![project brutality 3.0 test melee.txt project brutality 3.0 test melee.txt](https://www.svencoop.com/screenshot_pics/525/bm_sts_03.jpg)
This work focuses on classic to PoP era NPCs because that's the era for our server.
![project brutality 3.0 test melee.txt project brutality 3.0 test melee.txt](https://i.ytimg.com/vi/2dww26j-IoE/maxresdefault.jpg)
PROJECT BRUTALITY 3.0 TEST MELEE.TXT HOW TO
EQEmu devs know how to contact TAKP devs if they want to look at my implementation. I have this already mostly implemented on TAKP, but we've closed the source recently due to a dispute and our public branch only has this half implemented. This was the last major piece the emus were missing to really feel like Live, and I've made significant progress in replicating it. This document is everything that I've discovered about EverQuest's melee combat mitigation and avoidance rolls. TAKP is an emu that aims to replicate EverQuest's early Planes of Power era. For those that do not know, I am a developer at The Al'Kabor Project.