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Re: Hally hit damage and hit % have been nerfed
Posted: Mon Nov 21, 2011 7:07 pm
by vintirex
Pretty sure nothing has changed since I've been here. Sometimes you get bad streaks and sometimes you get good ones. If your logic says a different hally would change the % at which you land.....well maybe we should start there.
Re: Hally hit damage and hit % have been nerfed
Posted: Mon Nov 21, 2011 11:05 pm
by McSchnurke
I think everyone feels like they always wiff kill-shots. It's psychological.
Re: Hally hit damage and hit % have been nerfed
Posted: Tue Nov 22, 2011 9:50 am
by Malaikat
1.Throw more purple pots.
2. Time your casts better.
3. Replace your crappy GM hally with one from the boxes upon boxes of magics you've probably got stashed, and collecting dust, in your tower.
Re: Hally hit damage and hit % have been nerfed
Posted: Tue Nov 22, 2011 12:51 pm
by Matty
Malaikat wrote:1.Throw more purple pots.
2. Time your casts better.
3. Replace your crappy GM hally with one from the boxes upon boxes of magics you've probably got stashed, and collecting dust, in your tower.
i am the king of tossing purple pots. i almost always roll with a good magic hally. timing spells, please son. you don't find it a little odd that you need a ghouls touch weapon + luck + purples to kill anyone good who's trying to escape?
Re: Hally hit damage and hit % have been nerfed
Posted: Tue Nov 22, 2011 1:50 pm
by Malaikat
Matty wrote:Malaikat wrote:1.Throw more purple pots.
2. Time your casts better.
3. Replace your crappy GM hally with one from the boxes upon boxes of magics you've probably got stashed, and collecting dust, in your tower.
i am the king of tossing purple pots. i almost always roll with a good magic hally. timing spells, please son. you don't find it a little odd that you need a ghouls touch weapon + luck + purples to kill anyone good who's trying to escape?
Not really. If you're purely on the defensive 1v1, chances are you're going to make it out alive. Hell, there's a good chance you'll survive a gank if you're moderately prepared.
Re: Hally hit damage and hit % have been nerfed
Posted: Tue Nov 22, 2011 2:51 pm
by Vilenarios
It definitely seems like I've been missing more as well, and can never get that kill shot. However, its prolly due to the fact that I dont play as much and generally suck it up in pvp now. I wouldn't say the problem is with damage of weapons/spells, but how easy it is to heal pot + lesser heal back up to full. Without any stats on before vs after, this whole convo is pretty useless.
Re: Hally hit damage and hit % have been nerfed
Posted: Tue Nov 22, 2011 9:59 pm
by Halbu
2. Time your casts better.
Re: Hally hit damage and hit % have been nerfed
Posted: Tue Nov 22, 2011 10:18 pm
by WiseOne
Matty wrote:Malaikat wrote:1.Throw more purple pots.
2. Time your casts better.
3. Replace your crappy GM hally with one from the boxes upon boxes of magics you've probably got stashed, and collecting dust, in your tower.
i am the king of tossing salads. i almost always roll with a good magic hally. timing spells, please son. you don't find it a little odd that you need a ghouls touch weapon + luck + purples to kill anyone good who's trying to escape?
Stop letting your son time your spells?
Re: Hally hit damage and hit % have been nerfed
Posted: Wed Nov 23, 2011 3:07 am
by Victor Cassella
I think what you are seeing is the really bad random code. My friend and I have seen how bad the code is when you get 4-5 misses in a row, or 4-5 hits in a row, which is proof of terrible random code as that is almost impossible in true random.
I assume this server is using runUO's random code, which is junk. On Legacy (Free shard) our programmer wrote his own random code and it was awesome.
Re: Hally hit damage and hit % have been nerfed
Posted: Wed Nov 23, 2011 6:19 am
by nightshark
http://propterhoc.wordpress.com/2007/03 ... -our-coin/
Seeing x hits or misses in a row is just a matter of seeing a pattern. Most patterns just seem totally random and you ignore them as such, but rolling 5 hits in a row sticks in your mind and makes you think "wow...". The chance of it happening is only 3.125%, it'll happen once every 32 hit/miss strings on average. No complaints here...
Re: Hally hit damage and hit % have been nerfed
Posted: Wed Nov 23, 2011 11:55 am
by Mikel123
Victor Cassella wrote:I think what you are seeing is the really bad random code. My friend and I have seen how bad the code is when you get 4-5 misses in a row, or 4-5 hits in a row, which is proof of terrible random code as that is almost impossible in true random.
I assume this server is using runUO's random code, which is junk. On Legacy (Free shard) our programmer wrote his own random code and it was awesome.
I know right? I have a few pennies I flipped and they landed heads 4 times in a row, so I kept them. Not sure what to do with them as they're clearly not made correctly. Think they're worth anything?
Re: Hally hit damage and hit % have been nerfed
Posted: Wed Nov 23, 2011 1:36 pm
by Pirul
Mikel123 wrote:I know right? I have a few pennies I flipped and they landed heads 4 times in a row, so I kept them. Not sure what to do with them as they're clearly not made correctly. Think they're worth anything?
Hmmmm...sure, if you're smart you can get 1 cent for each.
Re: Hally hit damage and hit % have been nerfed
Posted: Thu Nov 24, 2011 5:52 am
by malice-tg
BTW only losers pick Tails in a coin toss
Re: Hally hit damage and hit % have been nerfed
Posted: Thu Nov 24, 2011 12:16 pm
by Victor Cassella
Mikel123 wrote:Victor Cassella wrote:I think what you are seeing is the really bad random code. My friend and I have seen how bad the code is when you get 4-5 misses in a row, or 4-5 hits in a row, which is proof of terrible random code as that is almost impossible in true random.
I assume this server is using runUO's random code, which is junk. On Legacy (Free shard) our programmer wrote his own random code and it was awesome.
I know right? I have a few pennies I flipped and they landed heads 4 times in a row, so I kept them. Not sure what to do with them as they're clearly not made correctly. Think they're worth anything?
Using a coin example is a terrible comparison. No need to mock if you don't understand how random works, hell I barely understand. What I do know is you can't actually make code perform a true random task, only appear or fake randoms best as possible. If this server is in fact using runUO's Random code, there is no argument, because I know for a fact how terrible their random code is written.
This is not game breaking or anything, but if they want to try and be like T2A OSI as best as possible, they had way better random code then runUO. Speaking with people on this server they have had many problems with AI code especially when dealing with All kill commands as a tamer. I haven't tested for myself, but apparently this still isn't working correctly. This would make me believe they have an amateur coder, which fine... dedication is what makes a realm be great, not your programming skills necessarily. Our programmer ended up rewriting most of runUO's code besides the "core" because of all the issues it has. Curious what this server has done.
IF people think I am being negative, let me say I am very much enjoying this server, just have a different view point when I use to help run one back in 2006.
Re: Hally hit damage and hit % have been nerfed
Posted: Thu Nov 24, 2011 1:45 pm
by nightshark
Victor Cassella wrote:Using a coin example is a terrible comparison.
Using a coin is a perfect comparison.
A coin has a 50% chance of turning heads or tails every time it is flipped. A weapon swing is a 50% chance to hit or miss every time swung against an opponent with an equal amount of melee skill. The chance of hitting 4x in a row is 6.25% (or 1 in 16 strings), you say this occurrance is an example of "bad code". No... it's something that WILL happen given enough swings or coin flips. 10, 20, even 100 misses in a row will eventually happen given enough time.
Try flipping a coin for a little while and see how long it takes you to get 4 heads or tails in a row... it is the statistical equivalent of swinging your weapon.