Selo's Rhytmn of Speed talk (Indoor Selo's)

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Shin Noir
Posts: 380

Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#1 » Sun Sep 06, 2009 11:09 am

Tyler did a change recently in the custom spell thread about upping speed from 10% (non-percussion mod) to a reasonable increase (He originally intended 35% thinking percussion modifiers worked on it, but I think he said then 90% on another when he realized percussion had no effect?)

I'm guessing with the reload we have the new selo's rhythmn of speed.. Of course, I did something silly and got Fleet of Foot so it's harder to isolate (Fleet of Foot is an AA that improves my selo's even more). If a non-fleet of foot bard can hop on (anyone I think above level 25 can help as this song doesn't have a movement formula), and help with testing this song and if it does indeed give a visible movement increase, that'd be good to know.

I'm seeing one issue I never have seen before, I need to sit down and test this more to ensure it's not just a bard-related fluke, but, if I give myself selo's, and click it off, my movement goes down to "base speed" for a moment, and then it goes back to a "little faster speed" as if I got a new buff but no buff is visible. I think this may be my runspeed being modified by AA's or something? It's in the gap of about a tick (less than 6 secs).

So to put it in example numbers, let's say selo's improves my movement by 90%. When I click off selo's, I go down to 20% movement. The next tick refresh my movement goes to 40%, it's a visible change as if it updated it to be faster. I'm not sure how long this lasts at the 40% status, I need to sit down and do more testing, ideally with two different boxes for comparison, or I think #showbuffs can actually measure my movement speed server side for calculation purposes..

Right now this is speculative information, it's 3am here and about to sleep, will test this more and run more analysis on it in comparison to classes without my AA's, and more direct comparisons of selo's indoor vs. sow, etc.

In regards to song working, I believe it is increasing more than movement speed of innate run 5, (visibly), which means it at least is using a new formula of some sort but I don't think it is beating SoW as is, or it's very close (that is around 50% movement). Once again, don't take my word just yet.. I plan to do more testing tomorrow when I'm not so sleepy. :)

This also gives time for Tyler to reply to me if the change wasn't added yet, so I won't spend too much time testing the process prior to it implemented. Haha.
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Tyler
Posts: 4365

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#2 » Sun Sep 06, 2009 1:06 pm

I added it, but seems i added it wrong. Compared some other runspeed increasing spells and i think i now have it right. Means new spellfile/reloaded needed for this to take effect.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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TheBloodmoon
Posts: 391

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#3 » Sun Sep 06, 2009 5:14 pm

Regarding the drop in runspeed after a runspeed altering effect is dropped, I've noticed it happens with any altering effect, not just selo's. If you have SoW on, for example, and you drop it while running, it will slow your runspeed for a second, what I figure visibly, to be base run speed (level 1, no aa, no effect) then picks back up to your actual run speed (with AA's). I haven't tested this with a mount on, but I would assume it still works similarly. I've noticed this on every EQEmu server I've played on. I figured it was a syncing issue, and was to be expected.
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Shin Noir
Posts: 380

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#4 » Tue Sep 08, 2009 7:50 am

As of this post this song is probably tuned a bit too high (maxes your runspeed indoors), been talking to Tyler in PM's on getting it just right (A bit faster than SOW, but not to the level of our outdoors selo's)

It's been going through quite a few tweaks as we find a good spot for it..

Unless of course, he wants to keep it where it makes you run max speed. I won't mind.. :)

Another consideration though is giving bards the AA they get in Depths of Darkhallow:
http://applets.crgaming.com/everquest/a ... =11&id=493
Selos Enduring Cadence

This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 66, 68, 70
Requirements: Swift Journey at Level 2.

Years of practice allows the bard to innately increase their base movement run. This increase does not stack with movement rate spell effects.

Not yet rated.

Essentially a self only movement buff above Run5 just for bards. But, it's up to you really where you want to take this.
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Tyler
Posts: 4365

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#5 » Tue Sep 08, 2009 8:42 am

Tweaked it a bit more (toned down).
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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drawnir
Posts: 31

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#6 » Wed Sep 09, 2009 3:56 am

I agree with Shin on the Run aa's. Totally forgot about that! On live, bards and monks had run 8 while everyone else had run 5. I think the dev's gave this to us mostly because we were the main pullers, and it helped a whole lot. Run 8 gave us the ability to have enough speed to distance ourselves from pulls while having control to maneuver in tight spots without losing control like you might with selos. It was also innate and permanent which helped in a jam where you didn't have time for a song or to use the clicky pants.

I don't know how that would be implemented, if you can even add aa's, or if you can't but can recode old ones, I'd offer up Fleet of Foot since it's been more of a filler than anything. I don't know how monks would get it, but if we do, they should also since it was that way on live.

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Shin Noir
Posts: 380

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#7 » Wed Sep 09, 2009 3:58 am

Fleet of Foot is useless at the moment anyways, I max runspeed just from percussion mod even without the AA. :/
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Shin Noir
Posts: 380

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#8 » Fri Sep 11, 2009 5:41 am

Sort of unrelated but on same regards, seems there's a glitch in the source somewhere..

2.0 epic (35 instrument mod of all types) + fleet of foot 2 AA + play any of my selo's, my movement wraps back and does a "default" value of some sort. (This was mentioned by drawnir before.

Anyways, if it's an easy fix, awesome. If not, don't stress it. I'll just take off my epic when traveling.
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drawnir
Posts: 31

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#9 » Fri Sep 11, 2009 9:27 am

i have no idea regarding the coding stuff, but someone on another server told me you could go into a person's database or something, un-purchase those AA's and everything's fine again.

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Shin Noir
Posts: 380

Re: Selo's Rhytmn of Speed talk (Indoor Selo's)

Post#10 » Sat Sep 12, 2009 11:30 pm

Yeah, I may request that. I have a feeling it's going to be an issue until resolved though, since I am going to keep hitting this cap with trained AA's..

I did some detailed testing on the "overcap bug" and from what I gathered it may be a client side issue(?), since server side seems to be reporting this info correctly.. Post can be found http://www.projecteq.net/phpBB2/viewtop ... 7417#37417 on PEQ forums.

I've noticed that it is affecting all my songs too, such as Harmony of Sound now only does a -15 debuff instead of it's usual -60 or more debuff.. May have just shafted all my songs with training all the modifier masteries.
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