Registered User
Nbr post: 11
Register: 3/1/20
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Posted: 8/21/20, 12:34 PM
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An old post was recently bumped concerning this, but it was already marked as fixed, so creating a new one.
The AC calculation in Magelo is far different from in game. It's not split into mitigation and avoidance and I'm guessing that it doesn't take into account the soft cap or the effect AAs have on it. I imagine this is a tricky algorithm to figure out, but there are some posts by devs explaining it out there, I believe.
In any case, it would be a nice to have, though the current numbers are still useful for comparison purposes.
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Advisor
Nbr post: 1660
Register: 8/31/01
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Posted: 8/23/20, 11:07 AM
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Nor are we displaying Luck, which is from the previous expansion.
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Magelo profile #725 - Born July 1 1999, Magelo on August 31 2001
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Registered User
Nbr post: 79
Register: 5/17/03
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Posted: 10/15/20, 3:45 AM
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Added my vote to this, I think it has been rather a long time since EverQuest displayed AC (And attack) the way it does now in game while Magelo has lagged behind. I imagine this is a fairly complicated thing to do.
Jelan probably already knows this but there is a file in Everquest>Resources called "ACMitigation" which shows a lot of useful info.
Also Dzarn wrote up a massive post about AC that is about as good as you can expect to ever see on the subject - https://forums.daybreakgames.com/eq/index.php?threads/ac-vs-acv2.210028/#post-3078126
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Registered User
Nbr post: 15
Register: 11/12/01
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Posted: 11/26/20, 12:49 AM
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This is way more than a 'nice to have.' This is an absolute requirement for Magelo to be useful, for several classes. I wouldn't subscribe to premium without this feature, as a matter of principle. EQ Magelo stats are horribly broken.
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Advisor
Nbr post: 1660
Register: 8/31/01
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Posted: 1/14/21, 2:39 PM
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Hi Jelan,
Do you have any plans for separating out Armor Class and Attack values as they present in-game?
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Magelo profile #725 - Born July 1 1999, Magelo on August 31 2001
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Registered User
Nbr post: 79
Register: 5/17/03
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Posted: 1/30/21, 4:23 AM
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Jelan was supposedly working on this more than a year ago but it remains unfinished, the resists stats are no longer accurately reflecting in game stats either.
I have been a subscriber for a long time but this website has become less & less relevant due to it being outdated & under-developed for such a long time so I will not be subscribing in future as it no longer provides a good enough service to justify doing so.
It may well be the only service of its kind remaining but that is no excuse to allow it to fall so far behind.
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Registered User
Nbr post: 79
Register: 5/17/03
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Posted: 11/2/21, 7:36 PM
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Seems he fixed resists.
Ac/atk updates would be nice, been a long time.
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Admin
Nbr post: 11467
Register: 5/4/01
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Posted: 11/30/21, 4:48 AM
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Christmas came early, finally fixed AC & ATK, geez can't believe it took so long...
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Admin
Nbr post: 11467
Register: 5/4/01
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Posted: 11/30/21, 4:48 AM
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Marking the issue as completed
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Registered User
Nbr post: 79
Register: 5/17/03
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Posted: 11/30/21, 1:30 PM
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Well done
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Registered User
Nbr post: 11
Register: 3/1/20
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Posted: 12/2/21, 4:02 PM
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Wow, this is amazing. Thank you for finally getting around to this. Much appreciated!
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Admin
Nbr post: 11467
Register: 5/4/01
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Posted: 12/3/21, 10:50 PM
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They still need some work, I was hoping to leverage the Beta server so I could play around with different classes at the new max level but they switched the client to 64bit which quite delay what i can do so instead I am working on supporting the 64bit version of the game now but I definitely want to go back to those formulae and fix them for good for all classes / levels.
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Admin
Nbr post: 11467
Register: 5/4/01
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Posted: 12/8/21, 2:34 AM
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I have refined the calculations and I am expecting them to be dead on now
If you observe some discrepancies, please let me know.
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