Did the PoFire pre-flag from Miak (the red drake next to PoFire orb) have any prerequisites? Or can a level 46 with zero flags get this?
No prerequisites. You can take care of your preflags from Adler, Adroha, and Miak as soon as you can zone into Tranquility.
Regarding PoP AAs: What should the critical blast rate be granted by each rank of Fury of Magic. Spell Casting Fury gives 2-4-7%. If we look at live, the AA that these were all merged into (Fury of Magic) goes 2-4-7-9-11-13-14-15-16% for ranks 1-9. My thought is on AK non-wizards would have Ranks 1-6 of this merged live line and end at a 13% critical rate, and wizards would have Ranks 1-9 and end at a 16% critical rate (plus their 2.5~% innate rate). But this is my guess I am noy sure I did some tests on the Dev server: Tested Fury of Magic on druid: Without FoM3 - 4841 casts, 324 criticals, 6.7% crit rate With FoM3 - 2816 casts, 293 criticals, 10.4% crit rate Tested Fury of Magic Mastery on wizard: Without FoMM3 - 4933 casts, 812 criticals, 16.5% crit rate With FoMM3 - 2880 casts, 532 criticals, 18.5% crit rate I am not sure if these values are correct or not. My assumption is the druid FoM3 increase is less than it should be. I was expecting it to be 13% crit rate. The Wizard is about where I expected their crit rate would be. But I do recognize neither of these are exceptionally long parses, and one set was run overnight for 8 hours and the other was only 4 hours before I got on to stop it and work on other things.
I think that's correct. The following supposedly comes from investigation of the AK client: Crit AA damage: ------------------------------ SCF1 -> +33% dmg SCF2 -> +66% dmg SCF3 and beyond -> +100% dmg Crit AA chance: ------------------------------ 2 4 7 / 9 11 13 / 14 15 16 Innate Crit damage: ------------------------------ +1-50% dmg randomly +additional caster_level/4 hps Innate Crit chance: ------------------------------ IFF Level >= 12 and AA Crit Chance failed: (((CappedInt + CappedDex) / 2) + 32) / 10000 (CappedX are capped to 255) (So with 255+ Dex and 255+ Int, chance is 2.87%) Overall Crit Chance: ----------------------------- Assuming Max Crit AAs, L65, 255+ Dex/Int... Adjusted Innate Crit Chance: (0.84 * 0.0287) = .024108 Total Chance of any crit: 0.16 + 0.024108 = 0.184108 What if 255+ Int, but only 100 Dex? ----------------------------------- 2.87% Innate drops to 2.09% 18.41% Total drops to 17.76%
Although now that I look at the above, it also seems very plausible that SCF is +2 / +2 / +3; SCFM (which non-wizards don't get) is +2 / +2 / +2; and FoM(M) is +1 / +1 / +1. That'd put your numbers right on the mark. The question, then, is whether the non-wizard version of Fury of Magic is equivalent to the wizard PoP crit AA or to the (superior) wizard class AA from Luclin. Is it possible to parse your AK logs for Darchon's crit rate?
I did a quick attempt at that but I can't think of how to filter out damage shield hits from nukes/procs because the text is the same for both. My preliminary search pulled up 8877 criticals after I purchased FoM3, 40729 casts of Summer's Flame, 10784 casts of Winter's Frost, 354 casts of Storm's Fury, 1519 casts of Catastrophe, 595 casts of Karana's Rage, 1602 Time Lapse procs The issue is I've got no idea how many of the spells were interrupted, how many targets each Catastrophe/Karana's Rage hit, and how many of the time lapse procs were actually mine not someone elses.
Someone more computer literate than I could probably help with this, but I think it's possible to grep for the Summer's Flame landing text (we're not interested in full resists or interrupts anyway) and pull the surrounding lines. Maybe by adding -C 3 to the query (should pull 3 lines above and 3 lines below each hit)? Then you can just compare the total number of hits to the number of "you deliver a critical blast" messages in the output.
I had Fury of Magic set to +2 per rank just now. I checked my PvP resist logs I made on AK before shutdown. My druid cast 9448 ignites on my paladin at various resist values and the result was a crit chance of 13.1%. Thanks for bringing this to my attention.
Okay so my parse was done when it was still a 1% increase per rank? Or my parse was just too short to capture the full 13?
Was it possible to start trials in PoJ without a group? Could those who farmed trials a lot provide feedback regarding the frequency of named spawns and drop rates? Any idea how many hitpoints the torture trial elves had?
In flame it was about one named in 3 trials (in the opening wave) - i never tried to start one w/o at least 3 toons grouped. I never did torture trial myself.
I am fairly certain you could solo start the trials. I’m trying to dig around but I recall some 2003 post about how to solo the named in Trial of Flame. I can test torture elves on Live servers but have no idea on AK.
Trial of flame was definitely enterable alone. Farmers didn't progress past the first wave per se, they just prayed for a named spawn on first wave, and tried to kill it before it despawned at the center pillar. e: I don't have any real memory of trial of torture, sorry!
Not directly, but a couple of people on the Tem boards do mention that killing him took a while. On the other hand, they both did it with three characters, so it can't be that high.
I killed Junk Beast 3 times on AK, I don't recall the high regen: [Wed Mar 13 02:13:22 2013] --------------------------- [Wed Mar 13 02:13:22 2013] [ANONYMOUS] Archonn <Temerity> [Wed Mar 13 02:13:22 2013] [ANONYMOUS] Performer <Temerity> [Wed Mar 13 02:13:22 2013] [ANONYMOUS] Landan <Temerity> [Wed Mar 13 02:13:22 2013] [65 Storm Warden] Darchon (Half Elf) <Temerity> [Wed Mar 13 02:13:22 2013] There are 4 players in Plane of Innovation. [Wed Mar 13 02:05:20 2013] A corroded model moves with the speed of Vallon [Wed Mar 13 02:05:24 2013] A corroded model's face contorts and stretches, the skin breaking and peeling. [Wed Mar 13 02:07:34 2013] a corroded model tells you, 'Attacking Junk Beast Master.' [Wed Mar 13 02:07:44 2013] Junk Beast is immolated by blazing flames. [Wed Mar 13 02:08:20 2013] Junk Beast was hit by non-melee for 3052 points of damage. [Wed Mar 13 02:08:27 2013] Junk Beast was hit by non-melee for 1568 points of damage. [Wed Mar 13 02:08:33 2013] Junk Beast has been gripped by the wrath of the tempest. [Wed Mar 13 02:08:39 2013] Junk Beast was hit by non-melee for 1596 points of damage. [Wed Mar 13 02:08:53 2013] Junk Beast was hit by non-melee for 1414 points of damage. [Wed Mar 13 02:09:07 2013] Junk Beast was hit by non-melee for 1666 points of damage. [Wed Mar 13 02:09:19 2013] Junk Beast was hit by non-melee for 1624 points of damage. [Wed Mar 13 02:09:26 2013] Junk Beast was hit by non-melee for 1778 points of damage. [Wed Mar 13 02:09:32 2013] Junk Beast was hit by non-melee for 1778 points of damage. [Wed Mar 13 02:09:39 2013] Junk Beast was hit by non-melee for 1736 points of damage. [Wed Mar 13 02:09:46 2013] Junk Beast was hit by non-melee for 438 points of damage. [Wed Mar 13 02:10:28 2013] Junk Beast was hit by non-melee for 1680 points of damage. [Wed Mar 13 02:11:21 2013] Junk Beast was hit by non-melee for 1568 points of damage. [Wed Mar 13 02:11:41 2013] Junk Beast was hit by non-melee for 1596 points of damage. [Wed Mar 13 02:11:46 2013] Junk Beast has been gripped by the wrath of the tempest. [Wed Mar 13 02:12:03 2013] Junk Beast was hit by non-melee for 980 points of damage. [Wed Mar 13 02:12:10 2013] Junk Beast was hit by non-melee for 3080 points of damage. [Wed Mar 13 02:12:17 2013] Junk Beast was hit by non-melee for 1806 points of damage. [Wed Mar 13 02:12:23 2013] Junk Beast was hit by non-melee for 1470 points of damage. [Wed Mar 13 02:12:30 2013] Junk Beast was hit by non-melee for 1638 points of damage. [Wed Mar 13 02:12:52 2013] Junk Beast was hit by non-melee for 1736 points of damage. [Wed Mar 13 02:12:59 2013] Junk Beast was hit by non-melee for 1554 points of damage. [Wed Mar 13 02:13:24 2013] Junk Beast was hit by non-melee for 1666 points of damage. [Wed Mar 13 02:13:29 2013] Junk Beast has been gripped by the wrath of the tempest. [Wed Mar 13 02:13:33 2013] Junk Beast was hit by non-melee for 3146 points of damage. [Wed Mar 13 02:13:38 2013] Junk Beast has become ENRAGED. [Wed Mar 13 02:13:40 2013] Junk Beast was hit by non-melee for 1169 points of damage. [Wed Mar 13 02:13:48 2013] Junk Beast was hit by non-melee for 1953 points of damage. [Wed Mar 13 02:13:55 2013] Junk Beast was hit by non-melee for 1918 points of damage. [Wed Mar 13 02:14:01 2013] Junk Beast was hit by non-melee for 1399 points of damage. [Wed Mar 13 02:14:07 2013] Junk Beast has been slain by a corroded model! With my DPS being a charmed corroded model and the above druid contributions, cleric would've just been healing and bard likely was AFK regen or AFK Mezlock. Took what appears to be a 6min 30 second from start to finish, where the druid did about 51k Damage. There was also a charmed and hasted corroded model attacking the entire fight but sadly don't have melee logs for the melee. The corroded model has a max hit of 250~ so I would guess hasted they do like 200 DPS maybe? Assuming that DPS value you are talking about 78k melee damage. Putting total damage done around 130k~ Per my live killing of him he has about 130k HP, so it matches up pretty well. I don't really see his regen being substantial at all unless I am vastly underestimating the DPS of the corroded prototype pet.
On Live yesterday I got roughly 110k hp with it healing 25% in 43 ticks which is ~650 hp/tick or 65 hp/s. Hp was determined by hitting it with a high level attack then computing an HP estimate using the HP% and damage values, so regen is not a factor. I saw some comments on Alla mentioning hp upwards of 175k; regen could explain the HP differences. 650 is much, much higher than typical NPCs and is unusual, even raid bosses. Although I came across some old posts before suggesting that Sony may have screwed with NPC regen values but I can't be sure.
Yea unfortunately without knowing the rough DPS of a corroded model, its tough to say whether he had that high Regen or not. I don’t have a distinctive memory about him having it, but most PoP charmed pets make quick enough work of mobs that Regen is a non-issue generally.
Did planar projections have a limited number of flags? I assume it only gave flags to the raid that killed the boss? Could you then add somebody to the raid after it was killed to get him/her flagged? How long did they stay up? Anybody recall if any of the projections were a kind other than an earth elemental?
Tarkil Adan (of the Carprin Cycle) only gave 36 flags, which was an exception and much lower than anything else. For the rest, I'm not sure. Most say the EP god Essences gave 54 widgets and the other PPs gave 72 flags, but I don't know if anyone ever really counted or if that's just warmed-over EQPC wisdom. Yes and yes. (The Xegony and pre-update Coirnav Essences were bugged and would respond to anyone NOT in the raid that killed the boss, but this was obviously the opposite of what was intended.) Most projections: 10 minutes EP god Essences: 20 minutes Nothing actually called "a planar projection" was anything other than an earth elemental. Did you want a list of events in which you hailed, talked to, or clicked something else at the end for your flag? (E.g. the above-mentioned Tarkil Adan, a pusling; the Essences of Fire/Earth/Air/Water; Karana after Agnarr, etc.)
I was testing some hate logic today on Live servers and noticed that the low health aggro there triggers under 25% and not 20%. I have doubts that this is accurate for us however. I was wondering if anybody knows for sure what AK's was? (some ex-shaman perhaps...)
Curious. Feels off to me, but it's also an odd thing for them to change. I trawled through the Tem forums, but found nothing definitive. A few mentions of "around 20%," which could just as easily mean 24% as 19%. Nobody claims to have experimented to find the exact trigger point.
Is anybody familiar with the logic Sony used to determine which groups end up in which maze instance in PoNightmare when porting in? (Also Mujaki) Can two groups that are not in a raid together get into the same one, or will they end up in different instances?
Earlier in AK, it was easy for different groups in the same raid to be ported to different areas of the maze. Being in a raid didn't seem to matter. This wasn't intended, obviously. I'm striking out on forum search to see what tricks were used to fix this (let Thelin suicide???).
The hedge logic was an unpredictable, infuriating mess. If you were the first to interact with the event on a given reset, your three groups were likely to port up to the same maze. If not, you'd better make sure you've got an evaccer in each group, because there's a decent chance you'll end up having to do the evac and run back shuffle. You would think that if group #1 went to maze A, and groups #2 and #3 went to maze B, that group #1 could evac, return, and port up to maze B. In practice, this sometimes worked and sometimes didn't. I never figured out the logic to it. I'm pretty sure Mech is right that Thelin doesn't care who's raided together and who isn't. (It probably goes without saying that this is one of those situations where "functional" is infinitely preferable to "AKurate," though.)
Zamiel made a post on EQMac.com back around 2010 or 2011 explaining some problems that he was having with Mujaki. I searched for it briefly on the Wayback machine this morning but didn't find it. Best I can remember he was wanting to start multiple Mujakis and there was some sort of lock-out that was preventing him from being able to do whatever exploit he had planned. If someone were able to find that post archived it would probably answer the Mujaki question.
Just gonna make it check raid IDs then. Another question: Any idea if the scripts merely limit the number of port-ins or did it check for the total number of players in the area? Also: is there a time limit after which you cannot get any other groups in?