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ZaiQQ
- Eagle Knight
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- Posts: 900
- Joined: Jan 09, 2011 07:24
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by ZaiQQ » May 14, 2017 12:09
Lurker wrote:ZaiQQ wrote:Just from one look at the results of those log, you can cleary see that streaks of 3-4 very very rarley happen. I get 3 lvl 50 nukes resisted in a row almost on a fight per fight basis.
3 nukes resist in a row on a night of active RvR is pretty expected. If you cast > 150 (lvl 45) spells in a night the odds are with you that you will see a three streak resist. If Just one single person will provide logs (none yet after repetitive requests). I'll do more investigation. 2-3 evening of RvR would be ideal. Sent from my iPhone using Tapatalk
On a fight per fight basis, not night by night, I'll run some logs when i play caster for you.
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Lurker
- Gryphon Knight
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- Posts: 242
- Joined: Mar 29, 2017 13:22
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by Lurker » May 14, 2017 12:12
Super, thank you!
Sent from my iPhone using Tapatalk
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Raunz
- Warder
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- Posts: 53
- Joined: Apr 16, 2016 20:10
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by Raunz » May 14, 2017 19:28
i feel like resist rate could be correct on uthgard but the rng generator is broken, you can see it when crafting too you get 8x mp or fail in a row for example, same thing seems to be happening in rvr and is absolutely game breaking.
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Foneb
- Eagle Knight
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- Posts: 640
- Joined: Jan 15, 2010 01:00
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by Foneb » May 14, 2017 19:48
Genjiro wrote:barto22 wrote:...but Genjiro said that he simulated the test twice. What does that mean? He simulated it as in he didn't actually do it by using a simulator or he did physically do the test? The language is a little vague.
It does not matter if it is simulated using the same code a player would execute running the test from his client. Using a client does not change or influence the results. It is just a GUI for visualization. 
Just a train of thught here genjiro: since blue said that the rng values are created serverwide could you run the test again (although slower i guess) adding in a rougly 2 second delay between each try and let the script run for a few hours (guessing you pull the tests on the live rng / where all other players do their rngs against while the test is running). I thibk if you just pull 2000 checks in a second you might see difrent results then the average caster casting in rvr
Hiois - Ranger 9lX Uth 1.0 Hiois - Enchanter 6lx Uth 2.0 Mugad - Warden 4lx Uth 2.0 Esigil - Druid 3lx Uth 2.0 Hioisx - Nightshade 1lx Uth 2.0
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Genjiro
- Developer
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by Genjiro » May 14, 2017 22:47
Raunz wrote:i feel like resist rate could be correct on uthgard but the rng generator is broken, you can see it when crafting too you get 8x mp or fail in a row for example, same thing seems to be happening in rvr and is absolutely game breaking.
What did you craft while getting 8x MP in a row? Hinges? If so that is normal since they stack and the first item creating a new stack will define the quality of all following hinges for this stack. This has nothing to do with rnd. Foneb wrote:Genjiro wrote:barto22 wrote:...but Genjiro said that he simulated the test twice. What does that mean? He simulated it as in he didn't actually do it by using a simulator or he did physically do the test? The language is a little vague.
It does not matter if it is simulated using the same code a player would execute running the test from his client. Using a client does not change or influence the results. It is just a GUI for visualization. 8)
Just a train of thught here genjiro: since blue said that the rng values are created serverwide could you run the test again (although slower i guess) adding in a rougly 2 second delay between each try and let the script run for a few hours (guessing you pull the tests on the live rng / where all other players do their rngs against while the test is running). I thibk if you just pull 2000 checks in a second you might see difrent results then the average caster casting in rvr
The last tests I simulated already contained 10.000 rnd requests between each cast.
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Foneb
- Eagle Knight
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- Posts: 640
- Joined: Jan 15, 2010 01:00
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by Foneb » May 14, 2017 23:36
Kk you are 2 steps ahead of me like allways 
Hiois - Ranger 9lX Uth 1.0 Hiois - Enchanter 6lx Uth 2.0 Mugad - Warden 4lx Uth 2.0 Esigil - Druid 3lx Uth 2.0 Hioisx - Nightshade 1lx Uth 2.0
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Kha
- Gryphon Knight
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- Posts: 462
- Joined: Jul 03, 2016 18:16
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by Kha » May 15, 2017 00:48
Yup, please if it's rigged as they says, let me get my 10 MP lvl 2 gloves in a row, then i can get more materials to put alch charges on.
Oh wait ... it never happen... :'(
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BumblesZERG
- Myrmidon
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- Posts: 102
- Joined: May 17, 2016 03:53
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by BumblesZERG » May 15, 2017 04:59
Resist rates for Minstrels stun and DD's are crazy off. In comparison to live it's bananas. 50 vs 50 and stun is resisted 2/3 almost every fight.
Lone Enforcer
Uthgard 2.0 50 Cabby 50 Earth Wizard 50 Minstrel 50 Reaver
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Lurker
- Gryphon Knight
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- Posts: 242
- Joined: Mar 29, 2017 13:22
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by Lurker » May 15, 2017 09:36
BumblesZERG wrote:Resist rates for Minstrels stun and DD's are crazy off. In comparison to live it's bananas. 50 vs 50 and stun is resisted 2/3 almost every fight.
logs or just anecdote? If you can provide logs to substantiate your claim that would be really useful. Sent from my iPhone using Tapatalk
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Kha
- Gryphon Knight
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- Posts: 462
- Joined: Jul 03, 2016 18:16
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by Kha » May 15, 2017 14:05
Lurker wrote:BumblesZERG wrote:Resist rates for Minstrels stun and DD's are crazy off. In comparison to live it's bananas. 50 vs 50 and stun is resisted 2/3 almost every fight.
logs or just anecdote? If you can provide logs to substantiate your claim that would be really useful.
I have no problem with my stuns (minstrel) solo or grouped. It get resisted sometimes ... but still normal rate. Maybe he tries to stun someone immune ?
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