Page 1 of 2

Adjusting damage for minimal population

Posted: Sat May 17, 2014 4:29 pm
by Xephyr
I'm working on setting up a private server at home. As it stands, there will only be 3-4 people playing total. I am looking to adjust the damage formulas to lower enemy damage and raise PC damage? I know there will be a large number of changes needed, I just need some assistance in being pointed in the right direction to start. I have no problem with a bit of work =)

Is there an easy way to search an edit the different damage formulas output by a percentage? Does anyone suggest a different approach?

I really want the 3-4 of us to be able to handle most content.

Re: Adjusting damage for minimal population

Posted: Sat May 17, 2014 5:07 pm
by tagban
If I were you, I'd focus more on accuracy changes. But as for enemies, each enemy has basic acuracy settings, maybe focus on just enhancing PC Evasion/Defense/etc. since that would require less changes.

Re: Adjusting damage for minimal population

Posted: Sat May 17, 2014 5:11 pm
by kjLotus
iirc, MOD_DMG is a multiplier for all incoming damage - if you want to make all PCs do more, give every mob a bit of negative MOD_DMG. if you want all mobs to do a bit less, give every PC a bit of positive MOD_DMG (or MOD_UDMG if you want to circumvent the cap). if you want to verify the values, check the mods for an item with -damage taken (defending ring for example)

Re: Adjusting damage for minimal population

Posted: Sun May 18, 2014 8:52 am
by Xephyr
I'll give those suggestions a shot and see how it turns out. Thanks for the feedback!

Re: Adjusting damage for minimal population

Posted: Sun May 18, 2014 10:31 am
by starlightknight
You could also try balancing via adjusting your tp rate vs. mob tp rates. There are settings for this in the map server conf file. That will, in a way lower enemy damage and raise you damage, as you'd use more weaponskills and they'd use less mob skills.

Re: Adjusting damage for minimal population

Posted: Wed May 21, 2014 6:11 pm
by Xephyr
Well, I was able to find the mod values needed and convert them to decimal. However, whenever I try and add any mod to any of the mob mod tables, the game server will not load. It always gives an error that the value is out of range. Am I missing a step with adding mods to the different monsters?

Re: Adjusting damage for minimal population

Posted: Wed May 21, 2014 6:16 pm
by Signature
http://www.mathsisfun.com/binary-decima ... erter.html

turn the 0x02 (hex) into Decimal. you have to use the decimal value in the table.

SAy the hex is 0x1ae, type 1ae into hex field and you find the decimal value would be 430, and thats the number you would use.

Re: Adjusting damage for minimal population

Posted: Wed May 21, 2014 6:29 pm
by Xephyr
Yeah, I did that. I started with 387 for the MOD_UDMGPHYS. That was out of range. So, instead, I tried 160, which is MOD_DMG. Same modid used by the Defending ring. Still received an out of range value.

Re: Adjusting damage for minimal population

Posted: Wed May 21, 2014 6:38 pm
by Signature
Oh, MOBMOD, is down Under Merrits.. you have to use MOBMOD.... Values are 1-45


Code: Select all

MOBMOD_GIL_MIN = 1
MOBMOD_GIL_MAX = 2
MOBMOD_MP_BASE = 3
MOBMOD_SIGHT_RANGE = 4
MOBMOD_SOUND_RANGE = 5
MOBMOD_BUFF_CHANCE = 6
MOBMOD_GA_CHANCE = 7
MOBMOD_HEAL_CHANCE = 8
MOBMOD_HP_HEAL_CHANCE = 9
MOBMOD_SUBLINK = 10
MOBMOD_LINK_RADIUS = 11
MOBMOD_DRAW_IN = 12
MOBMOD_RAGE = 13
MOBMOD_SKILLS = 14
MOBMOD_MUG_GIL = 15
MOBMOD_MAIN_2HOUR = 16
MOBMOD_NO_DESPAWN = 17
MOBMOD_VAR = 18 -- used by funguar to track skill uses
MOBMOD_SUB_2HOUR = 19
MOBMOD_TP_USE_CHANCE = 20
MOBMOD_PET_SPELL_LIST = 21
MOBMOD_NA_CHANCE = 22
MOBMOD_IMMUNITY = 23
MOBMOD_GRADUAL_RAGE = 24
MOBMOD_BUILD_RESIST = 25
MOBMOD_SUPERLINK = 26
MOBMOD_SPELL_LIST = 27
MOBMOD_EXP_BONUS = 28
MOBMOD_ASSIST = 29
MOBMOD_SPECIAL_SKILL = 30
MOBMOD_RAND_JOB = 31
MOBMOD_2HOUR_MULTI = 32
MOBMOD_SPECIAL_COOL = 33
MOBMOD_MAGIC_COOL = 34
MOBMOD_STANDBACK_TIME = 35
MOBMOD_ROAM_COOL = 36
MOBMOD_ALWAYS_AGGRO = 37
MOBMOD_REFLECT = 38
MOBMOD_SHARE_POS = 39
MOBMOD_TELEPORT_CD = 40
MOBMOD_TELEPORT_START = 41
MOBMOD_TELEPORT_END = 42
MOBMOD_TELEPORT_TYPE = 43 
MOBMOD_DUAL_WIELD = 44
MOBMOD_ADD_EFFECT = 45

Re: Adjusting damage for minimal population

Posted: Wed May 21, 2014 6:55 pm
by Xephyr
I believe I found the issue. The value of the modid may have been too high, or it could be that it was positive at all (I only had it set to 10 before). Maybe MOD_DMG can only be negative. Other mobs had 160 set, with -50 no less, and were not causing a problem. I am going to poke around a bit more and will post my results. Hopefully my findings will be useful to others.