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🔨 Proper status resistance handling #2365

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TeoTwawki opened this issue Jul 20, 2022 · 2 comments
Open
3 tasks done

🔨 Proper status resistance handling #2365

TeoTwawki opened this issue Jul 20, 2022 · 2 comments
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enhancement New feature request

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@TeoTwawki
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TeoTwawki commented Jul 20, 2022

  • I have paid attention to this example and will edit again if need be to not break the formatting, or I will be ignored
  • I have searched existing issues to see if the issue has already been opened, and I have checked the commit log to see if the issue has been resolved since my server was last updated
  • I have read and understood the Contributing Guide

Describe the feature

I've decided this is closer to a feature request than a bug report, since in the entire history of FFXI server emulation, it has never been retail correct. This has been kind of "known" for years but hasn't been put to an issue here in LSB. I think (I may be wrong) that what happens right now is all status resistances are treated as extra meva vs that particular status. Note I am not talking about str, elemental resistances or resist ranks.

A recent pr caused me to cite these wiki pages, so I will copy paste here:

https://www.bg-wiki.com/ffxi/Resist_Sleep

  • Causes the Sleep status effect to be fully resisted a certain percentage of the time.
  • At the moment, it is assumed that Resist Sleep +1 grants a 1% increase in this change to resist with an unknown cap. It is suspected the cap is lower than 100%.

https://ffxiclopedia.fandom.com/wiki/Resist_Sleep

  • Each upgrade of this trait further increases character's resistance.
  • This trait greatly shortens the duration of sleep type status effects by increasing the chance of half duration resists.
  • Gives a small chance to completely resist the effect of sleep status. When it procs the text will be preceeded by "Resist!" in a similar fashion to Cover.

I see none of this happen on private servers without custom modifications, and server operators have reported having to add many times what is reasonable before an effect seems to start getting resists. That is probably because it then fails the magic hitrate check. They won't ever see "Resist!" however because we have nothing generating that message because these traits never "proc". per WinterSolstice8's comment there is an actionModifier bit for that message, though it is not hooked up to any status effect vs trait modifier checks

Some retail testing will be needed to verify exact mechanics - does meva vs macc factor in or is it a random roll vs the status resist total? etc. specific example answered by WinterSolstice8's post

I think it'd be silly for anyone to try and implement gradual resistance, immunobreaks, etc, without us having this correct 1st.

@TeoTwawki TeoTwawki added the enhancement New feature request label Jul 20, 2022
@WinterSolstice8
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They won't ever see "Resist!" however because we have nothing generating that message because these traits never "proc".

This message should be possible now from this PR: #2206

Some retail testing will be needed to verify exact mechanics - does meva vs macc factor in or is it a random roll vs the status resist total? etc.

macc is not in the equation, +1 resist = +1% full resist rate, halved on NMs.
https://www.ffxiah.com/forum/topic/52250/resist-testing/5/#3343423

this thread has a bunch of data, but I can confirm this matches my testing with Pflug

@TeoTwawki
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This message should be possible now from this PR: #2206

I'm actually kind of surprised nobody tried to throw it in a messageBasic call after a math.random() against the modifier total before you discovered the actionModifier bits contained it.

rdmkyran pushed a commit to rdmkyran/LandSandBoat that referenced this issue Dec 26, 2022
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