Rvr and résist...

Talk about your RvR experience here
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ZaiQQ
Eagle Knight
 
Posts: 900
Joined: Jan 09, 2011 07:24

Postby 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.


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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
 
Posts: 242
Joined: Mar 29, 2017 13:22

Postby Lurker » May 14, 2017 12:12

Super, thank you!


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Raunz
Warder
 
Posts: 53
Joined: Apr 16, 2016 20:10

Postby 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
 
Posts: 640
Joined: Jan 15, 2010 01:00

Postby 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. 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
Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0
Mugad - Warden 4lx Uth 2.0
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Genjiro
Developer
Developer
 
Posts: 1545
Joined: Jun 09, 2016 21:26

Postby 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
 
Posts: 640
Joined: Jan 15, 2010 01:00

Postby 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

Kha
Gryphon Knight
 
Posts: 462
Joined: Jul 03, 2016 18:16

Postby 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... :'(

BumblesZERG
Myrmidon
 
Posts: 102
Joined: May 17, 2016 03:53

Postby 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.
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Lurker
Gryphon Knight
 
Posts: 242
Joined: Mar 29, 2017 13:22

Postby 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.


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Kha
Gryphon Knight
 
Posts: 462
Joined: Jul 03, 2016 18:16

Postby 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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