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AA Templates & Experiment Info

Discussion in 'Census: EverQuest II' started by Alphonsus, Aug 16, 2013.

  1. Alphonsus

    Alphonsus Guest

    I am seeing some characters on eq2u (I haven't checked my own stuff yet) showing 640aa.
    I do see
    available points = 320 and
    spent points = 320 not sure if it was always like that or if available was 0 after they were spent.

    *Yea, mine also shows: 640 (320 unspent)

    Also any word when they will finalize the experiment info? I see some items on dragons armory (actually many items) that shows them being experimented on 7 times, which can not be done.
    *I haven't looked at the data yet to see how they were attempting to determine, I was waiting for something official.
    (I.E. people with new avatar crafted necks)
     
  2. Feldon

    Feldon Guest

    This is a bug which will be fixed in a future update. It's adding together all the available points you have in your different specs. For now, you can set a hard cap of 320 AA in your script, knowing you'd need to up it to 340 with the expansion. Although the bug should be fixed by that point. ;)

    I believe the Experimentation/Refining data is pretty much fixed now, but Dedith can correct me if I'm wrong. I know DA added support for Experimentation/Refining before there was proper data tags for it by comparing the equipped vs. base items and making some calculated guesses. Perhaps the helms break this logic.

    For EQ2U, I wanted to wait until we had clear data which we finally got the week of SOE Live. Now I just need to sit down and find some time to add support. Refining and experimentation should appear in Census like this:
    • Refining is on the Character in equipmentslots_list with a refined="true" flag on each affected stat. This avoids having to keep tables of which stats are affected by Refining.
    • Experimentation is on the Character in equipmentslots_list with a boosts="#" value on each affected stat with the number indicating the number of boosts.
    Note that doing ?c:show=equipmentslotl_list&c:resolve=equipmentslots will overwrite the refined/experimented data, so you must pull the character, and then (if you don't have them cached) separately pull the base items.

    I looked at Jezes and I saw the Hydra Helm of Defiance equipped (itemid 3029444634). I don't see boosts="" anywhere (or indeed anywhere on Jezes' character). Actually, I don't know that hydra helms are experimentable.
     
  3. Alphonsus

    Alphonsus Guest

    The Hydra helms are not experimentable, they are basically quest items I believe.

    The Neck pieces that are crafted from items dropped off of contested avatars are experimentable.

    Here is an example of one:
    http://u.eq2wire.com/item/index/1415924392

    I'm not sure if these can be made with refined materials though.
     
  4. Feldon

    Feldon Guest

    http://u.eq2wire.com/soe/character_detail/450973753869Tradeskill Apprentice item:
    http://u.eq2wire.com/item/index/1562234129

    Looks like they can be refined and experimented. In that character's case, the Necklace was made with a Refined material, and Crit Bonus was experimented 3 times, while Potency was increased 2 times.

    And... I'm sorry to report that it looks like refined="true" is still not applying 100%, as Wisdom, Intelligence, and +Ability Mod should all be marked as refined="true" below and they're not.

    Code:
    <equipmentslot displayname="Neck" id="13" name="neck">
        <item id="1562234129">
            <growth_table>
                .
                .
            </growth_table>
            <adornment_list>
                .
                .
            </adornment_list>
            <modifiers>
                <critbonus boosts="3" displayname="Crit Bonus" refined="true" type="modifyproperty" value="14.152501">
                    <addon_list>
                        <addon minitemlevel="8" value="4.335001"/>
                    </addon_list>
                </critbonus>
                <agility displayname="agi" refined="true" type="attribute" value="205">
                    <addon_list>
                        <addon value="158"/>
                    </addon_list>
                </agility>
                <strength displayname="str" refined="true" type="attribute" value="205">
                    <addon_list>
                        <addon value="58"/>
                    </addon_list>
                </strength>
                <spelltimereusepct displayname="Ability Reuse Speed" refined="true" type="modifyproperty" value="8.910001">
                    <addon_list>
                        <addon minitemlevel="21" value="1.540000"/>
                    </addon_list>
                </spelltimereusepct>
                <strikethrough displayname="Strikethrough" minitemlevel="100" refined="true" reforged="true" type="modifyproperty" value="0.840000"/>
                <critchance displayname="Crit Chance" refined="true" type="modifyproperty" value="33.329998"/>
                <basemodifier boosts="2" displayname="Potency" refined="true" type="modifyproperty" value="27.875000">
                    <addon_list>
                        <addon minitemlevel="17" value="4"/>
                    </addon_list>
                </basemodifier>
                <all displayname="All" type="normalizedmod">
                    <addon_list>
                        <addon minitemlevel="23" value="200"/>
                    </addon_list>
                </all>
                <wisdom displayname="wis" type="attribute">
                    <addon_list>
                        <addon value="55"/>
                    </addon_list>
                </wisdom>
                <stamina displayname="sta" refined="true" type="attribute" value="214">
                    <addon_list>
                        <addon minitemlevel="6" value="47"/>
                    </addon_list>
                </stamina>
                <aeautoattackchance displayname="AE Autoattack Chance" minitemlevel="101" refined="true" reforged="true" type="modifyproperty" value="1.100000"/>
                <intelligence displayname="int" type="attribute">
                    <addon_list>
                        <addon value="55"/>
                    </addon_list>
                </intelligence>
                <doubleattackchance displayname="Multi Attack Chance" refined="true" type="modifyproperty" value="73.040001"/>
                <weapondamagebonus displayname="Weapon Damage Bonus" type="modifyproperty">
                    <addon_list>
                        <addon minitemlevel="13" value="0.800000"/>
                    </addon_list>
                </weapondamagebonus>
            </modifiers>
            <setbonus_list/>
        </item>
    </equipmentslot>
    Unfortunately I tried to bold all the examples of refined="true" and boosts="" but it strips the formatting. :(
     
  5. Alphonsus

    Alphonsus Guest

    I noticed the recipe calls for 3 of the rare item, Osmium Cluster in the one I was looking at.
    I wonder if you can use 1 regular and 2 refined or some other combo and if that affects the stats. I won't know about the rare component until I finish researching the recipe.

    Gonna take a look at older raid researcher items which only used 1 rare item to see what refine/experiment data looks like and if it's accurate.
     
  6. Alphonsus

    Alphonsus Guest

    So I looked at a cloak that I experimented on and it looks ok.
    I added CB twice, CC twice, and Int once. Was also made with refined material.
    I also reforged the Spell Weapon Attack Speed into Ability Mod.
    I'm not sure about the reforged data though, it tells me what the ability mod value was added, but the spell weapon attack speed it just shows me 31.1 which is what it was before the reforge.
    Code:
    <item type="Armor" ts="1375800238.894015" last_update="1375800238.894015" id="17926794" displayname="Scaled Cloak of the Archmagus" tier="MASTERCRAFTED FABLED" typeid="3" tierid="9" player_studio_creator="" maxstacksize="1" leveltouse="92" itemlevel="96" individual_drop="0" iconid="1098" gamelink="\aITEM 17926794 1266013535:Scaled Cloak of the Archmagus\/a" displayname_lower="scaled cloak of the archmagus">
    <typeinfo name="armor" minarmorclass="0" maxarmorclass="0" skilltype="magicaffinity" physicaldamageabsorption="0" knowledgename="magicaffinity" knowledgedesc="Magic Affinity">
    <classes>
    </typeinfo>
    <setbonus_list/>
    <_extended>
    <description/>
    <slot_list>
    <requiredskill text="magicaffinity" min_skill="1"/>
    <adornmentslot_list>
    <modifiers>
    <critbonus type="modifyproperty" displayname="Crit Bonus" value="10.200000" refined="true" boosts="2"/>
    <all type="normalizedmod" displayname="All" value="315" reforged="true" minitemlevel="114" refined="true"/>
    <intelligence type="attribute" displayname="int" value="171" refined="true" boosts="1"/>
    <critchance type="modifyproperty" displayname="Crit Chance" value="27.700001" refined="true"/>
    <basemodifier type="modifyproperty" displayname="Potency" value="10.200000" refined="true" boosts="2"/>
    <wisdom type="attribute" displayname="wis" value="171" refined="true"/>
    <stamina type="attribute" displayname="sta" value="171" refined="true"/>
    <spellweaponattackspeed type="modifyproperty" displayname="Spell Weapon Attack Speed" value="31.100000" reforged="true" minitemlevel="95" refined="true"/>
    <spelltimecastpct type="modifyproperty" displayname="Ability Casting Speed" value="7" refined="true">
    <addon_list>
    <addon value="13.200001"/>
    </addon_list>
    </spelltimecastpct>
    <spelltimereusespellonly type="modifyproperty" displayname="Spell Reuse Speed" value="5.600000" refined="true"/>
    </modifiers>
    So I guess just add 10% to the base if it's refined and another 10% for the first boost, then so on...
     
  7. Feldon

    Feldon Guest

    Alphonsus,

    You're showing a Displayname for that equipped item which suggests that you used c:resolve. Resolving equipmentslots obliterates Reforging data, and overwrites man stat values back to the base item's stats.

    EQ2U does not us a resolve for this reason. Instead we have to locally cache all items which are displayed so we can take the base item and mux the data with the equipmentslot_list data on a character. Tis a pain. ;)
     

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