ROF2 Beta Test Server

Spellfiles/Patches/Tests all combined here
dusta
Posts: 383

Re: ROF2 Beta Test Server

Post#51 » Tue Nov 19, 2019 1:38 pm

Regen is a few different things. You have ooc regen then you have item cap regen then you have armor worn regen which is in line with item cap. Then there is rested regen rule with the amount it will regen with in that time frame. Is also a raid rest timer that could cause. Then in the rules it self is player regen caps such as like shielding / spell shield that will help regen also if all stacked up together.

Ydiss
Posts: 1193

Re: ROF2 Beta Test Server

Post#52 » Wed Nov 20, 2019 10:52 pm

Thanks everyone for helping with testing so far. We're almost there.

One limitation of RoF2 is that ground spawns and objects (like trade skill stations) don't "fall" with gravity like most entities. This isn't always a problem, if they were originally placed in the right x,y,z loc. But most haven't been and even if they were originally placed by a THF dev using /loc, the z axis is too high.

I've created a fix to correct some of the known objects (trade stations in THV and Guild hall) and I've written a really dirty script to fix the dozens of ground spawns that I think are ours. But it definitely isn't perfect.

What would be really helpful is if you could check the ground spawns you know and let us know if you can't see them where you'd expect or if they're floating. We may end up going live with some in the wrong place but that's fine, we can fix them as and when they're reported (and please do report them!)

When you report one, please state your /loc (doesn't have to be right on the item, just close to it and on the correct z plane). We'll fix the ones you report as soon as possible. Any that get spotted before live would be appreciated.

Thanks!

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Denizen
Posts: 882

Re: ROF2 Beta Test Server

Post#53 » Fri Nov 22, 2019 4:31 pm

As Nilbus previously noted the test dummies don't work well in Arena with UF and they certainly do NOT yield results even vaguely consistent with GamParse. The ones in the guild hall used to be pretty much the same as GamParse. Currently with UF for example Rafe, my shadow knight managed 10k dps just running on auto and whereas my rogue managed only .08k dps. Atcho the tier 1 dummy was used and a 5 min test was selected..

GamParse rated Rafe at 8k dps and Kisu at 100k dps

I then logged onto RoF2 on the test server.

Pretty similar in terms of not showing the rogues DPS. Atcho was again used for 5 minutes. Rafe was rated at 14.6 DPS and Kisu was rated at 4.8k dps. I tried a little harder and clicked more things. But the main point is that the SK's dps exceeded that of the rogues....maybe Atcho doesn't keep track of back stabs or something. According to GamParse, Rafe managed 7k DPS and Kisu managed 242K DPS.


The main point here is not the DPS of the two classes, it is that the in game parse dummies in the Arena are way way off and those who use them to try and compare twixt UF and RoF2 are going to most likely have horrid results.
Last edited by Denizen on Fri Nov 22, 2019 4:39 pm, edited 1 time in total.
Rafe, 70 sk

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Denizen
Posts: 882

A question

Post#54 » Fri Nov 22, 2019 4:37 pm

When RoF2 goes live will we still be able to log into our characters with UF so we can do comparisons or will RoF2 completely replace UF so only RoF2 can be used?
Rafe, 70 sk

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Lillu
Posts: 11301
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Re: ROF2 Beta Test Server

Post#55 » Fri Nov 22, 2019 5:15 pm

There will be at least 1 month grace period for the UF client, that should be plenty of time to compare and give us feedback. We plan to support RoF2 exclusively once everything is polished. It supposed to be a big step up compared to UF. But again, until everything is smooth and polished, we'll enable both clients to connect.

peterigz
Posts: 594

Re: ROF2 Beta Test Server

Post#56 » Fri Nov 22, 2019 10:50 pm

I'll take a look at the dummy's, I have a feeling thought that the test server just struggles to keep up and record all the damage, but they might be bugged as well so will double check.

peterigz
Posts: 594

Re: ROF2 Beta Test Server

Post#57 » Fri Nov 22, 2019 11:15 pm

Ok I know why the DPS is so low on rogues, it's because all the concussion procs keep reducing the hate to 0 which removes you from the hatelist and resets the damage to 0.

So the hate generation could definitely use looking at. Will try and compare with live to see how hate generation compares.

peterigz
Posts: 594

Re: ROF2 Beta Test Server

Post#58 » Sat Nov 23, 2019 6:33 pm

So in the end it turns out it's because of the Symbol of Rhea aug which has fading memories proc. We'll might change that proc so that it removes hate but doesn't wipe from hatelist, but in the meantime if you need to test Rogue DPS who has that aug then you'll have to remove that aug first or the dummies won't work properly (same for both test and live), maybe replace it with one that doesn't have that proc. Thanks for testing!

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Denizen
Posts: 882

Re: ROF2 Beta Test Server

Post#59 » Sun Nov 24, 2019 5:03 am

Definitely don't know about the programming behind the DPS calculations of the dummies....but GamParse appears to do a fair job of keeping track of my rogue's DPS so it must be possible to calculate DPS without use of a hate list or hate list resets.
Rafe, 70 sk

Ydiss
Posts: 1193

Re: ROF2 Beta Test Server

Post#60 » Sun Nov 24, 2019 10:25 am

They don't record data the same way. Parsing software records data from text logs whereas the dummies record actual total damage by a client to an npc via a standard function that is entirely governed by what's on that npc's hate list.

As soon as a client is wiped from the hate list, that damage value is forgotten.

That aug was never supposed to have fading memories from the design discussions at the time (it's a caster aug) but it ended up that way and it's a fundamentally broken concept (quest/kill credit is also governed by being on a hate list so being randomly removed from a target's hate list is problematic) . We'll replace it at some point with a new effect that sets hate to a very low value instead.

In the meanwhile, if you need to use the dummies then that aug can't be equipped and there's no other innate way to allow them to record damage; it'd be the same outcome if you used feign death or memory wipe sells on the npc.

We're happy to reimburse a lillu distiller if necessary to help you test this on live as well as test. We really appreciate your efforts with this.

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