ROF2 defensives?

General issues.
Ydiss
Posts: 1193

Re: ROF2 defensives?

Post#11 » Thu Dec 05, 2019 5:56 pm

I'm going to review cotw npcs before releasing the update. The damage output of the melee based npcs in the zone was deliberately beefed up (nocs, ixt and ukun) back when I created the zone so they hit a lot harder than other T7 trash (mastruk, ratuks are tanks so have better hp and ac but lower damage).

The 2015 eqemu revision (the last one thf had until now) added a few more defensive AA that has pretty much made a lot of content much easier to tank. The changes we made in this revision probably tipped things the other way and that will be more noticeable in cotw.

We're going to test it internally and make adjustments as necessary.

Just a FYI, all these npcs can be slowed...

clarky2010
Posts: 36

Re: ROF2 defensives?

Post#12 » Thu Dec 05, 2019 10:18 pm

after further zones,

Im T9 flagged, 3boxing in SH, leveling up my 3rd group, i actually died to a Named boss in there as War/Clr/Mage my Cleric ran out of mana lol, stuff i could be beforehand without even worrying etc :-)

not trying to make it too easy, just some comparisions :-)

Freydis
Posts: 128

Re: ROF2 defensives?

Post#13 » Thu Dec 05, 2019 11:17 pm

Is something up with the AC? #Mystats is showing Freydis at 5470 when it should be 14k-ish.

clarky2010
Posts: 36

Re: ROF2 defensives?

Post#14 » Fri Dec 06, 2019 12:00 am

Also noticed OOC regen timer is at 500 minutes thought would be easier to post here instead of a new thread

User avatar
ocsi
Posts: 180

Re: ROF2 defensives?

Post#15 » Fri Dec 06, 2019 1:39 am

Mystats is also showing Eschew at 5628 AC as opposed to the ~18,000 AC he has.

There's no way said "defensive AA changes" cost us that much AC? :lol:
Your friendly neighborhood gnome,

Eschew.

Ydiss
Posts: 1193

Re: ROF2 defensives?

Post#16 » Fri Dec 06, 2019 9:07 am

We're looking into the ac values but are pretty certain that's a display bug.

clarky2010
Posts: 36

Re: ROF2 defensives?

Post#17 » Fri Dec 06, 2019 3:07 pm

AC is handled different in rof2,
its more closely to live which could means why were taking so much damage atm,
so it is more so visual as such

Ydiss
Posts: 1193

Re: ROF2 defensives?

Post#18 » Fri Dec 06, 2019 7:15 pm

clarky2010 wrote:yeah i feel like i cant tank aswell as i could on UF,

Im part T8/T9 geared,40k hp, 8.5kac, and 3 mobs in Sleepers was pwning me, getting me down to 60% pretty qucck, healers didnt strugle, but way over geared for the zone,


I just solo'd a rusty caretaker with my T6 SK (similar ac to yours, no donors, no OTT buffs, just using life tap) and it seemed fine to me, don't really remember it being much different. I imagine I'd have needed a healer if I pulled three but I don't think that's surprising. Which three mobs did you engage?

You mentioned Shadow Haven bosses killing you when you ran out of mana. Can you provide some specifics, please? Which boss? Why did you run out of mana?

I ask because there aren't any major reasons a mob should last longer than they did before. And at least one boss in SH is really nasty, even to a T8+ toon, because they do a lot of AoE damage. But I'll need specifics before I can test anything. I did quickly try soloing Lssratnxh with my SK and got it down to 72% before I needed to heal (no defensive and just my pet). It's not a tough boss but I don't think it seemed off to me at all.

Edit: Unless you had lots of toons in zone? You said three were fighting the boss but did you have lots sat in zone at the time? If you had the lag issues (that we're also investigating as a priority) then that would cause issues.

So, I just went into COTW with the same tank and Architect to keep her alive, so I could test the damage, and I don't remember it being much different than before except for one major thing: Defensive wasn't actually applying anything (it was on, just not working). So we're looking into that.

To be honest, that's probably the main issue with this and maybe there is an issue with AC (it's being investigated). I did intend COTW to be really hardcore damage without defensive and mobs can be slowed. That said, I may still do a pass on the DPS of all mobs and make it so they don't hit so fast (and in some cases I'll reduce their damage) but we'll see what comes of looking into defensive and AC first.

Edit 2: defensive has been fixed and should be applied next reboot.

clarky2010
Posts: 36

Re: ROF2 defensives?

Post#19 » Sat Dec 07, 2019 2:50 am

First 3 mobs in Sleepers, found part of the mana issue tbh though,

But that would make sense about defensives didnt think they were working, as noticed no real change when disced, But atleast thats fixed now :-)

and regarding SH,

its the 1st boss that spawns, Not the first building with 3 shissars in, the next one, the one that spawns 2 adds every so often, full fight with 3 does taake 90%ish mana but is do-able, seems to be alot of hits, hardly any riposites/dodges or anything,

User avatar
ocsi
Posts: 180

Re: ROF2 defensives?

Post#20 » Sat Dec 07, 2019 2:58 am

I'm just going to say that when I first made this thread, my intention was to bring attention to a significant difference that I noticed from before the update, to after the update regarding tanking multiple mobs. The game feels relatively the same tanking 1 mob to me maybe because of my gear, but when I rerun scenarios that I've ran countless times prior to this update and I can see and feel a major difference. Not necessarily in the damage that mobs are dealing, but how my character is handling being hit by several mobs. The numbers all look relatively the same as what I'm used to seeing, but it doesn't feel the same for some reason.

1) I can smack Draekon by myself for 45 minutes on Eschew with no other characters zoned in and I can survive honestly forever, and just solo him (this is even when I noticed that using defensives wasn't actually changing the damage he was doing - he hit me the same regardless of defensives). This is nothing different, but I can't really tell if there's an actual difference in how I take damage from 1 mob (whether a boss or not).

2) I just went to pull Luclin with the same setup as I always do (a scenario I've done way too many times using druid, shaman, magician, necro, bard, enchanter, and my warrior) - and the moment the shades spawn and I tank them + Luclin, I get absolutely crushed through DI, through my Donor warrior defensive, through my sham/druid healing script running (I have ~18500 AC and ~84,000 HP). This has never happened before to me, and shouldn't be happening unless something is significantly different. I could survive tanking all of this without a defensive with healing scripts going prior to ROF2!

To be honest, it's hard to tell what is meant to feel different without an explicit post detailing what we should see different. I don't know what this "live combat rounds rule" is actually meant to change, or the difference from UF to ROF2, but i'm sure it wouldn't turn the tables like this?

I apologize if this is coming off wrong; I'm not complaining about difficulty, but I am trying to discuss a specific, significant difference in gameplay and unless I'm told "we changed it to be this way, sorry" then I won't stop trying to back it up. :? I love the server, so I'm pushing this topic out of love and not hate.
Your friendly neighborhood gnome,

Eschew.

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