Resist Gains

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
Forum rules
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
User avatar
Hemperor
UOSA Subscriber!
UOSA Subscriber!
Posts: 4368
Joined: Sat Jul 19, 2008 9:15 am

Resist Gains

Post by Hemperor »

Admin on another shard told me that resist gained off damage taken, according to the demo.

Got me thinking, that would explain why you never heard of MS resist parties back in era. So apparently your resist gains should be based off damage taken. Anyone got anything to add to this?
Image

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

User avatar
Faust
Posts: 6247
Joined: Mon Sep 22, 2008 7:01 pm

Re: Resist Gains

Post by Faust »

This makes very good sense to me...

There were very little changes to Resist after the last compilation of the demo. There were some in '99 fixing bugs and if I am not mistaken the huge revision in early '99 that included the change to the eval skill.

This could very well mean that it should be working here like that too.

Hoots
UOSA Subscriber!
UOSA Subscriber!
Posts: 1170
Joined: Wed Oct 01, 2008 3:07 pm

Re: Resist Gains

Post by Hoots »

How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?

Just asking?

Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...

User avatar
Derrick
Posts: 9004
Joined: Thu Dec 13, 2007 7:49 pm
Location: Cove
Contact:

Re: Resist Gains

Post by Derrick »

Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?

Just asking?

Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.
Image
"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."

Hoots
UOSA Subscriber!
UOSA Subscriber!
Posts: 1170
Joined: Wed Oct 01, 2008 3:07 pm

Re: Resist Gains

Post by Hoots »

Derrick wrote:
Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?

Just asking?

Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.
That would make sense.

Its kind of funny... potential changes wont effect me (or most vets) but will get rid of one the few community events this shard has... Its too bad.

zzyzx
UOSA Subscriber!
UOSA Subscriber!
Posts: 380
Joined: Tue Jul 28, 2009 5:58 pm

Re: Resist Gains

Post by zzyzx »

Derrick wrote:
Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?

Just asking?

Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.
Then why no resist gains when casting on self in town?
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel

User avatar
Hemperor
UOSA Subscriber!
UOSA Subscriber!
Posts: 4368
Joined: Sat Jul 19, 2008 9:15 am

Re: Resist Gains

Post by Hemperor »

zzyzx wrote:
Derrick wrote:
Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?

Just asking?

Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.
Then why no resist gains when casting on self in town?
There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.
Image

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

zzyzx
UOSA Subscriber!
UOSA Subscriber!
Posts: 380
Joined: Tue Jul 28, 2009 5:58 pm

Re: Resist Gains

Post by zzyzx »

Hemperor wrote: There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.
Ah, logic FAIL on my part. Went through a bunch of different logic in my head and that is the one I missed... and I call myself a programmer :P
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel

Hoots
UOSA Subscriber!
UOSA Subscriber!
Posts: 1170
Joined: Wed Oct 01, 2008 3:07 pm

Re: Resist Gains

Post by Hoots »

Hemperor wrote:
zzyzx wrote: Then why no resist gains when casting on self in town?
There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.
I think he is asking what is the difference.... If npc mages send the damage to you, but then it is reduced to 1, how does that differ from casting on yourself from town.

What is different in the code between a npc mage casting on you in town and out of town... That should tell us exactly what the issue is right?

Hire mage, have him cast while out of town and you gain resist. Bring him into town and you dont. What changes in the code between these 2 situations.

zzyzx
UOSA Subscriber!
UOSA Subscriber!
Posts: 380
Joined: Tue Jul 28, 2009 5:58 pm

Re: Resist Gains

Post by zzyzx »

Hoots wrote:
Hemperor wrote:
zzyzx wrote: Then why no resist gains when casting on self in town?
There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.
I think he is asking what is the difference.... If npc mages send the damage to you, but then it is reduced to 1, how does that differ from casting on yourself from town.

What is different in the code between a npc mage casting on you in town and out of town... That should tell us exactly what the issue is right?

Hire mage, have him cast while out of town and you gain resist. Bring him into town and you dont. What changes in the code between these 2 situations.

He said it at the end.

Caster AND target both in town.

If ( casterInTown and targetInTown ) no resist;
else
resist gains possible!
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel

User avatar
Hemperor
UOSA Subscriber!
UOSA Subscriber!
Posts: 4368
Joined: Sat Jul 19, 2008 9:15 am

Re: Resist Gains

Post by Hemperor »

correct.

The npcs would cast from outside the guard line

btw I'm not sure what the hell you're scripting in, but thats elemntary hheheh
Image

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

zzyzx
UOSA Subscriber!
UOSA Subscriber!
Posts: 380
Joined: Tue Jul 28, 2009 5:58 pm

Re: Resist Gains

Post by zzyzx »

Hemperor wrote:correct.

The npcs would cast from outside the guard line

btw I'm not sure what the hell you're scripting in, but thats elemntary hheheh
Pseudocode :P
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel

Mikel123
UOSA Subscriber!
UOSA Subscriber!
Posts: 4607
Joined: Wed Jun 24, 2009 7:44 pm

Re: Resist Gains

Post by Mikel123 »

Hemperor wrote:Admin on another shard told me that resist gained off damage taken, according to the demo.

Got me thinking, that would explain why you never heard of MS resist parties back in era. So apparently your resist gains should be based off damage taken. Anyone got anything to add to this?
Two things... one, very few people had high resist back in the day. You were like a god if your resist was over 80. So its not like everyone and their brother was running around with GM resist.

Two, why did you never hear of GMing Eval and THEN GMing resist? You always heard people say to keep Eval at 0 to keep down healing costs, raise up Resist, then GM Eval.

Silverfoot
UOSA Donor!!
UOSA Donor!!
Posts: 273
Joined: Sat Jun 21, 2008 4:37 am

Re: Resist Gains

Post by Silverfoot »

Mikel123 wrote: Two, why did you never hear of GMing Eval and THEN GMing resist? You always heard people say to keep Eval at 0 to keep down healing costs, raise up Resist, then GM Eval.
I honestly didn't hear that until I played on IPY.

Mikel123
UOSA Subscriber!
UOSA Subscriber!
Posts: 4607
Joined: Wed Jun 24, 2009 7:44 pm

Re: Resist Gains

Post by Mikel123 »

I never played on IPY...

Post Reply