#119 Fervor spell type

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opened 4 years ago by image · 4 comments
image commented 4 years ago

fervor spell type needs to be supported, split from issue #115

fervor spell type needs to be supported, split from issue #115
image commented 3 years ago
Collaborator

From coming across this post:

https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/

Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect.

I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue

From coming across this post: https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/ Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect. I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
image commented 3 years ago
Collaborator

From coming across this post:

https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/

Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect.

I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue

From coming across this post: https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/ Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect. I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
image commented 3 years ago
Collaborator

stepping back:

  • fervor should have the caps we currently have on potency (fervor is also known as ability mod)...
  • our implementation of potency is wrong, potency should have no cap
  • we need to distinguish the two, potency to be updated with no cap, fervor to be added with the existing cap potency inhibits

functionality discussion found at: https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/

potency is a percentage boost without a cap. ability mod increases damage (after potency applied) up to 50% only.

stepping back: - fervor should have the caps we currently have on potency (fervor is also known as ability mod)... - our implementation of potency is wrong, potency should have no cap - we need to distinguish the two, potency to be updated with no cap, fervor to be added with the existing cap potency inhibits functionality discussion found at: https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/ ``` potency is a percentage boost without a cap. ability mod increases damage (after potency applied) up to 50% only.```
image commented 3 years ago
Collaborator

Ok going through the code further

  • We do add and do not cap potency for heal/damage
  • Fervor is ability_modifier, it is capped at 50% (for a total of 150% adding against the original '100%' damage/heal) and is calculated after potency

-- Increases Potency of caster by 1.0%

AddSpellBonus(Caster, 659, Potency)

-- Increases Ability Mod of caster by 15.0

AddSpellBonus(Caster, 707, Ability)
Ok going through the code further - We do add and do not cap potency for heal/damage - Fervor is ability_modifier, it is capped at 50% (for a total of 150% adding against the original '100%' damage/heal) and is calculated after potency -- Increases Potency of caster by 1.0% AddSpellBonus(Caster, 659, Potency) -- Increases Ability Mod of caster by 15.0 AddSpellBonus(Caster, 707, Ability)
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