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IS VALK BUFFED UP IN AETHENA OR BIO WAS NERFED? CANT DECIDE WHICH ONE IS WHICH..

Author Topic: IS VALK BUFFED UP IN AETHENA OR BIO WAS NERFED? CANT DECIDE WHICH ONE IS WHICH..  (Read 5741 times)

Haine

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I personally like the idea having smallish spawn windows. =/ Small being 30 minutes. Anything longer than that is just. :( (JUST MY PERSONAL OPINION I'M NOT TOUCHING ANYTHING D: )
« Last Edit: May 19, 2010, 11:08:05 am by GM Haine »

Razer

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Should be higher and more random for bigger MVPs.

DreamerP

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I'm just saying this makes making some SQIs quite difficult well not really but very annoying and it'll raise the prices on the ingredients...not only that I don't see the point of this now if on previous server we took off MvP tele off some MvPs *Goes and makes thread in Suggestion* >_>

bLitzkr!eg

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I kinda like the idea of mini boss/weaker mvp having 10-30 mins random spawn time and greater mvp with 30-60/30-120 random spawn time.
So far I havent seen anyone camp a particular mvp due to its random spawn period. This works against campers, works for majority of animus players.
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xTodesengelx

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Almost all MVPs are 30 Vit and no snipers cant live the new MVP damages. Orc hero Spiral pierces. Orc Lord Earthquakes, Baphomet has exile,hells judgement and earthquake,Moonlight has land protect+full strip.

I am in support of all these nerfs. Specially the Valk one - long due.

AWWWWWW WTF!
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Neetox

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Ok before you guys go making a suggestion and stuff. The ONLY MVP I've come across so far that has a "ridiculous" spawn time is Valkyrie Randgris. The rest of the ones I've come across are still camp-able, but their spawn times are slightly changed.





scarface1975

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Aozora

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A lot of you seem to misunderstand the spawn times on RMS a bit. The times aren't really random at all in most cases.

first a note about the values:

Ifrit spawn time in RMS says:

Quote
thor_v03
- Thors Volcano Dungeon F3
 + 1x / 10~660 min

Spawn line in eA files:
Quote
thor_v03,0,0,0,0   boss_monster   Ifrit   1832,1,39600000,600000,0

So in RMS the values are actually "reversed" 660 is the first value, 10 is the second.
In any case I was reading the documentation at first but that made no sense, so I looked in the source.

Code: [Select]
/*==========================================
 * spawn timing calculation
 *------------------------------------------*/
int mob_setdelayspawn(struct mob_data *md)
{
unsigned int spawntime;

if (!md->spawn) //Doesn't has respawn data!
return unit_free(&md->bl,1);

spawntime = md->spawn->delay1; //Base respawn time
if (md->spawn->delay2) //random variance
spawntime+= rand()%md->spawn->delay2;

if (spawntime < 500) //Min respawn time (is it needed?)
spawntime = 500;

if( md->spawn_timer != INVALID_TIMER )
delete_timer(md->spawn_timer, mob_delayspawn);
md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0);
return 0;
}

The important part is here

Code: [Select]
spawntime = md->spawn->delay1; //Base respawn time
if (md->spawn->delay2) //random variance
spawntime+= rand()%md->spawn->delay2;

So we have a base respawn time -> delay1 -> the first value in the spawn line.
And a variable respawn time -> Delay2 -> second value in the spawn line.

And to translate that piece of code to english for all you non geeky people;
Set a variable called spawntime, the value for this variable is the delay1
if delay2 is defined add a random value between 0 and delay2 to the spawntime.

To give a practical example let's take Ifrit for example

Quote
thor_v03
- Thors Volcano Dungeon F3
 + 1x / 10~660 min

So Ifrit is killed.
Spawntime is set to 660 minutes, then a random number between 0-10 minutes is added to that.
So Ifrit will actually spawn at a random time 660-670 minutes from the moment it's killed. Which isn't really random at all.

Another example, Eddga's spawn in a guild dungeon:
Quote
gld_dun01
- Baldur Guild Dungeon
 + 1x / 120~480 min

Spawntime is set to 480 minutes then a random number between 0-120 is added to that.
So Eddga will spawn at a random time 480-600 minutes from the moment it's killed.

After browsing through RMS quick it seems that all MVP's aside from Satan Morroc and Kiel have a 10 minute variable spawn. So camping is still easy as pie.

tl;dr: Spawn times aren't random at all :>
« Last Edit: May 19, 2010, 03:59:27 pm by Aozora »

bLitzkr!eg

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im lost. I need to read more about it.
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Aozora

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im lost. I need to read more about it.

The first explanation was, because eA documentation is apparently as reliable as someone tripping on acid.
The real explanation is a lot easier to understand.

kurip

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@aozora
lemme see if i understand putting it in a practical example

you kill a poring (jellopy drop = 100%), however sometimes you get a one card (card = 0.03%).
comparing this to the mvp spawn
considering ifrit, lets put the jellopy drop as the same as the max spawn time (660mins) and sometimes you get lucky and get a "card" and ifrit spawns again in 10 mins instead of the regular 660mins

or is it like a cooldown after a mvp kill? like
boss spawn > boss is killed > x time > + 10mins > respawn
« Last Edit: May 19, 2010, 04:56:19 pm by kurip »
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Aozora

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@aozora
lemme see if i understand putting it in a practical example

you kill a poring (jellopy drop = 100%), however sometimes you get a one card (card = 0.03%).
comparing this to the mvp spawn

considering ifrit, lets put the jellopy drop as the same as the max spawn time (660mins) and sometimes you get lucky and get a "card" and ifrit spawns again in 10 mins instead of the regular 660mins

am i right?

Err...No.....
I tried to make it simple and explain it throughly but well let's go again.

Spawn time consists of two parts.
Base and a variable.
Base time is always there
You simply add a random time between 0 and the the variable spawn time on top of the base time


In ifrits case:

You kill him and he will spawn somewhere between 660-670 minutes from the moment you killed it.

The spawn time will never be less than the base spawn time and it will never be more than the base time + variable time

kurip

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Sanri - HP (99/70)
mesousa - baby sage (99/50)
ruyuri - gypsy (in progress)
..
3rd Class Customization pack

bLitzkr!eg

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@aozora
lemme see if i understand putting it in a practical example

you kill a poring (jellopy drop = 100%), however sometimes you get a one card (card = 0.03%).
comparing this to the mvp spawn

considering ifrit, lets put the jellopy drop as the same as the max spawn time (660mins) and sometimes you get lucky and get a "card" and ifrit spawns again in 10 mins instead of the regular 660mins

am i right?

Err...No.....
I tried to make it simple and explain it throughly but well let's go again.

Spawn time consists of two parts.
Base and a variable.
Base time is always there
You simply add a random time between 0 and the the variable spawn time on top of the base time


In ifrits case:

You kill him and he will spawn somewhere between 660-670 minutes from the moment you killed it.

The spawn time will never be less than the base spawn time and it will never be more than the base time + variable time

so let me get this straight...

kiel
kh_dun02
- Robot Factory Level 2
 + 1x / 60~120 min

so it'll be 2 hrs + 0- 60 mins?

valkyrie randgris
odin_tem03
- Odin Temple F3
 + 1x / 10~480 min

so it'll be 4hrs + 0-10 mins?

I think they need to edit some spawn time. 4hrs for the next respawn is too much. Im justn ot talking about valk,  alot of MVP have very long respawn time if we're all basing it on RMS ( like ungolian, Lady Tanee, Dark Lord- guild dungeon, etc etc....)

Or like the regular mvps with spawn time of 2 hrs base on rms (like mistress, phreeoni, vesper, lh3 mvps etc etc )


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Aozora

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Yeah you got it right. It's not that complicated really and not that random.