I just don't like wki's since anyone can edit them.. but hosting off-site is doable. Just like Krolk's buff stacking spreadsheet, i have a load of info from testing. Equations for mod effect per point per level, stat effect per point per level, effectiveness based on ability level, hard caps, vs lvl caps, mh-oh dmg max, vs lvl inherrent bonus/penalty, etc...
Ideally, enough people are invested into keeping the information correct that abuse quickly gets reverted. For every wiki I've come across, that's certainly the case. And I'd rather see information publicly shared and vetted in the community, rather than horded by a select few people.
Touché. I know some of it has made its way to various forums over the years. Alimora does a lot of testing as well. I actually have a fun idea that I may be able to do, not sure if the wiki's can support it. Getting the calcs and item stats up should be easy enough though. I do bow to wiki over personal sites for general info, as they stay up after the creator moves on or rage quits (not that it would ever happen with VG! ) As you go through adjusting things and making it public, I'll try to follow up with updates for the masses to reference from. I think a lot of what I have would confuse people more than not. Reverse engineering is't an exact science.
Reverse engineering... For instance, I doubt this is the actual equation used for gear mods, but it works out: X = 1.1746*e^(0.069*Level) I'd post the chart, but it sucks on the phone.
I remember some chart on the xanadu forums, where you could enter all your stat values and it would output your dps / sar. whether they ninja'd it or created it i can't recall but it was pretty neat.
Yeah, I was 150 units faster on Test than on Live when flying buffless. Not sure if that was a mount change since the tooltip still had the same mount speed as live, but definately an improvement. Thanks.
I'm sure a lot of higher guilds had similar references back then. There was a decently sized group of players and plenty of us trying to work out mechanics to maximize our class efficiency. I'll be one of the first to admit that I was enlightened by another druid. I just took that ball and kept running with it. VG was a pretty big difference from figuring EQ mechanics.
Can anybody who has tested this update comment on snare/root delay (shouldn't be one anymore) and the death animation delay (should be less noticable)?
I can tonight. Didn't know that was pushed to test so didn't check it. Is this the delay before mobs exhibit being snared? Or overall movement drop? Death delay should be a quicky to check.
Not sure if it was intended or not but I now fly 200 faster then I ever did before. Sorc self buffed with Rakurr and Psi and I was flying at 1313.00
I noticed it hitting almost exactly the moment of the spell cast. Any delay was insignificant and by the time the spell animation was done, they had already shown the effects of snare/root. For the death animation, I noticed a marked improvement. Like snare/root, the mobs primarily died prior to the completion of the spell animation. The one exception was killing a mob that turned into a harvesting node. If the mob had a loot item, they appeared dead quickly. If the mob had no loot, they held the living animation. They showed as a node prior to becoming a corpse, but I'm not sure if it is a sync issue with the server. I wasn't able to harvest that resource type, so I couldn't test that. (the ones I could harvest were all in sleeping zones.)