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Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Wed Apr 13, 2016 6:01 pm
by cuckoorules
So, I just read this thread claiming that a monster can only swing a maximum of 6 times per realm. From personal experience of fighting the Dark Monstrosity on MudRev, I knew this could not be entirely true, so I thought let's go sit in the room with my invincible syss char and check out the swings.
As you indicated, it swings at me 6 times per round. This is interesting, since the monster gets 2000 energy/rnd and has attacks for 120 or 200 energy only. This means that it is very well capable of swinging up to 16 times in a round simply based on energy calculations.
Here is where things get interesting. Enter a 2nd character into the room. The first round, monster did not seem to notice the player entering and still only did 6 swings, every round thereafter he proceeded to swing TWELVE times, typically in what seem to be groups of 6 where the target seems to ROUGHLY stay on one person for approximately 6 swings, but every once in awhile a stray hit in the groups of 6 would also target the 2nd character. So it seems that there might be something to the 6 swings per round but that it is also dependent upon how many characters are in the room.
I don't have a 3rd character that I can easily throw in the room to test, but I suspect that given a monster attack/energy configuration allowing infinite swings, a monster appears to swing 6 times per player and this also seems to shed a tiny bit of light on how monster targetting occurs. It seems that just based on the grouping of the attacks, the monsters are choosing a PRIMARY target that most of the attacks hit, but have a chance of hitting secondary targets? Would love to see the results if someone has time to sit down with additional characters and test this further. I have always wondered how a monster selects a target.
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Wed Apr 13, 2016 10:41 pm
by syntax
syntax wrote:FYI-- Items that Monsters drop affect their attacks. I tested +Max Damage, +Accuracy, and +AlterSpDmg. AlterSpDmg had no effect. +Max Damage not only affected the physical attack maxes, but also their mins. So +10 max damage on an item that a monster drops changes a physical attack from 10-20 to 20-30, for example. And +accuracy had the same affect as increasing the accuracy on the attack by the specified amount. None of the abilities had any effect on the spell attacks.
Have to see if it works for the weapon the monster is holding as well, but I would assume it would.
Tested it, and yes, the monster attacks get bonuses from the weapon they have equipped as well. Not only that, if they equip and drop the same weapon, the effects stack.
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 2:46 am
by BearFather
Does the drop item effect combat if they are going to drop it or if they had a chance to drop it?
Did not know this effected things, does it effect the amount of attacks or just the abils?
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 6:45 am
by syntax
BearFather wrote:Does the drop item effect combat if they are going to drop it or if they had a chance to drop it?
Did not know this effected things, does it effect the amount of attacks or just the abils?
Not sure what you mean. The roll for whether or not the item drops doesn't come until it dies, so of course the effects are always applied. The abilities from the dropped items get added to the monster and then those abilities get added to the attacks. So a dropped item with +10 accuracy changes an attack that has an accuracy of 90 to 100. Max Damage on an item changes the attacks min and max ranges by the value of the ability. I've been told that abilities like shadowform on a dropped item also give the mob shadowform. I did test giving and monster -500 HPRegen, but it didn't seem to kill itself.
The one thing I need to test is to see if the item's accuracy slot also effects the attack accuracy (the accuracy field on the general editing tab of the items).
Re: Monster Attack Calculations / Formulas
Posted: Thu Apr 14, 2016 9:27 am
by syntax
syntax wrote:The one thing I need to test is to see if the item's accuracy slot also effects the attack accuracy (the accuracy field on the general editing tab of the items).
Looks like the accuracy of the weapon/drops does NOT take effect (the database field, not an ability on it [which does work]).
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 10:46 am
by BearFather
syntax wrote:BearFather wrote:Does the drop item effect combat if they are going to drop it or if they had a chance to drop it?
Did not know this effected things, does it effect the amount of attacks or just the abils?
Not sure what you mean. The roll for whether or not the item drops doesn't come until it dies, so of course the effects are always applied. The abilities from the dropped items get added to the monster and then those abilities get added to the attacks. So a dropped item with +10 accuracy changes an attack that has an accuracy of 90 to 100. Max Damage on an item changes the attacks min and max ranges by the value of the ability. I've been told that abilities like shadowform on a dropped item also give the mob shadowform. I did test giving and monster -500 HPRegen, but it didn't seem to kill itself.
The one thing I need to test is to see if the item's accuracy slot also effects the attack accuracy (the accuracy field on the general editing tab of the items).
I know sometimes an item is already on a mob when you go to kill it, IE limiteds. They will show up saying on such and such mob. So sometimes the roll is done before hand. This is what I was talking about.
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 10:51 am
by syntax
BearFather wrote:I know sometimes an item is already on a mob when you go to kill it, IE limiteds. They will show up saying on such and such mob. So sometimes the roll is done before hand. This is what I was talking about.
That's all handled by the limited index/database. I would venture to guess that that has nothing to do with the items the monster *could* drop and gets its abilities from.
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 10:58 am
by BearFather
syntax wrote:That's all handled by the limited index/database. I would venture to guess that that has nothing to do with the items the monster *could* drop and gets its abilities from.
I always thought it was part of the mob respawn. If you look at the line below, the id it presents is not the monster # in the db it's it temp ID. So he has been spawn and the items he drops has been choosen.
Item golden broadsword Monster 572
I might be wrong lot's of my ways of thinking how the game works is from old school mythology.
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 11:00 am
by syntax
BearFather wrote:I always thought it was part of the mob respawn. If you look at the line below, the id it presents is not the monster # in the db it's it temp ID. So he has been spawn and the items he drops has been choosen.
Item golden broadsword Monster 572
I might be wrong lot's of my ways of thinking how the game works is from old school mythology.
And is it guaranteed to drop from that mob at that point even if the drop chance is less than 100%?
Re: Monster Spells - Spell Attack Type -> Cast %
Posted: Thu Apr 14, 2016 11:10 am
by BearFather
syntax wrote:And is it guaranteed to drop from that mob at that point even if the drop chance is less than 100%?
Yes if you go kill that mob, that item will drop even at 1%.