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XML Game Data
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09-22-2011, 07:05 AM
(This post was last modified: 09-23-2011 02:31 PM by Freehugs.)
Post: #1
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XML Game Data
This link gives the XML data from the last beta build. There's a HUGE amount of data in there, so rummage around and post anything good that you find.
http://bobcat.corruption-eu.com/XMLViewe...Viewer.htm For example: Dark Heal healingpowercoefficient 1.75 Dark Infusion healingpowercoefficient 3.41000009 Resurgence healingpowercoefficient 0.910000026 and 0.330000013 (possibly per tick), SetTickRateFunctionType 00:00:03 Revivification healingpowercoefficient 0.850000024 and 0.115000002 (possibly per tick), SetTickRateFunctionType 00:00:01, maxtargets 8, duration 0:0:10 Innervate healingpowercoefficient 1.02999997 (possibly per tick), SetTickRateFunctionType 00:00:01 Sith Purity healingpowercoefficient 0.100000001 The base values of the heals in this XML parse was at first meaningless number, for example Dark Heal is: standardhealthpercentmin = 0.0780000016 standardhealthpercentmax = 0.0979999974 So after tinkering with the numbers a bit I've come up with a formula for the 'Standard Health' that works, at least for all the Sorc heals: Heal size = (standardhealthpercentmin or max) x 1715 + (healingpowercoefficient) x 41 Where 1650 is the 'Standard Health' and 46 is the healing bonus from Willpower of a level 1 Sith Inquisitor. (if anyone has a level 1 Sith Inqusitor, please confirm this for us) The only inconsistency is that a few heals have a min value that matches this formula perfectly and a max value that doesn't match anything, because the tooltips only give one number rather than a healing range. For example Resurgence says it heals for 100 and the standardhealthpercentmin gives that result. But the XML data also has a standardhealthpercentmax that works out to 133. Not sure if this heal actually has a healing range that's not shown in the tooptip, or if the second value is not used. Also, this formula works for the heals in the talent calculator but not the base heals. I had a look at the threatpercent value of a few tank attacks, but the only ones with a value greater than 0 that I could find was Backhand and Wither with 0.5. So maybe +50% threat to those abilities? Found these values suggest that healing generates half the threat per point of damage: threat_healing_mod 0.5 threat_damage_mod 1 threat_spell_damage_mod 1 threat_weapon_damage_mod 1 Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
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09-22-2011, 07:40 AM
Post: #2
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RE: XML Game Data
We may or may not have been crafting behind the scenes with this data with some theory goodness coming your way...
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09-22-2011, 10:54 AM
(This post was last modified: 09-22-2011 10:59 AM by Freehugs.)
Post: #3
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RE: XML Game Data
LOL why behind the scenes? Many hands make light work, if you want me to dig out any specific data let me know because I'm going to be doing it anyway.
Guess I'll hold off mathing out all the heals and their Healing per second or per Force/Energy/Heat until I see what you're working on, no point doubling up. I'll just keep adding info that I find to my first post. Drawn and Dangerous, a D&D webcomic A.K.A Skree, Aid (Dalbora server), acnoj (official forums). |
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09-22-2011, 01:36 PM
(This post was last modified: 09-23-2011 05:00 AM by Kaedis.)
Post: #4
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RE: XML Game Data
Interesting stuff I've dug out from it:
- Base cast pushback is .5 seconds, max 1 second delay [tbl / ablpushbacktable] - The max AH auction length will be 120 hours (5 days). [tbl / ahdeposittable] - Dualwielding triggers a -33% accuracy. [tbl / cbtweapontable] --- Edit: according to [abl / player / dual_wield], this and the damage penalty apply only to the offhand weapon. - You get a maximum of 5 respecs per 168 hours (7 days) [tbl / sklconstants] - Everyone will have a base 2000 HP at max level [tbl / pkgpoolplayerperleveltable] - There appear to be 3 levels of mount training, costing 40000, 210000, and 330000 respectively [tbl / pkgtrainingcosttable] --- Edit: According to [abl / player / mount / executable], these (I assume) correspond to the 3 levels of mount speed, 90%, 100%, and 110%. Even Angels must kill from time to time...
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09-22-2011, 03:38 PM
Post: #5
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RE: XML Game Data
(09-22-2011 07:05 AM)Freehugs Wrote: For example: These coefficients have been on the healing compendium for about a week or two. |
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09-23-2011, 01:48 AM
(This post was last modified: 09-23-2011 03:15 AM by Anubis Black.)
Post: #6
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RE: XML Game Data
We have indeed been working on deciphering the code and extracting TC worthy material for the past two weeks. I guess it's time to include more people. Things we still haven't worked out:
- How to calculate base damage of abilities? - Where are abilities' ranks? We have found out almost everything else concerning combat, armor (e.g. DR formula), items, boss fights etc. P.S. Kore, those were some of the first things we dug out, along with player and mob speed, 30% OH damage penalty and many more. Of which only a couple being TC worthy. Edit: If you would rather download the XML Textual RIP as a file, it can be found in this two- part archive: http://www.megaupload.com/?d=372N23VR http://www.megaupload.com/?d=V0EVMG0B |
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09-23-2011, 07:33 AM
(This post was last modified: 09-23-2011 07:47 AM by Anubis Black.)
Post: #7
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RE: XML Game Data
I read that the different ranks are actually talent-modified versions of the skill rather than normal level-based upgrades. I take it with a pinch of salt however.
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09-23-2011, 07:38 AM
Post: #8
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RE: XML Game Data
Given that we have seen abilities such as Force Scream with 13 ranks, that's demonstrable false.
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09-23-2011, 07:46 AM
Post: #9
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RE: XML Game Data
(09-23-2011 07:38 AM)Alratan Wrote: Given that we have seen abilities such as Force Scream with 13 ranks, that's demonstrable false. That isn't a contradiction. If it is correct that there are different ranks of abilities based on the number of points invested then there are easily more than 13 combinations. I'm unconvinced too, but thought it worth mentioning /shrug |
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09-26-2011, 02:01 PM
Post: #10
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RE: XML Game Data
(09-23-2011 07:46 AM)Tiax Wrote:(09-23-2011 07:38 AM)Alratan Wrote: Given that we have seen abilities such as Force Scream with 13 ranks, that's demonstrable false. What Alratan meant was that the abilities' ranks listed in the post over at BetaCake and linked with regards to the Sith Inquisitor here are not the ranks that we will see in the game. The ranks posted by horst123 are indeed connected to talents, as you can see from Lightning Strike for example. It is listed with 3 ranks, due to the fact that this refers to the talent Forked Lightning, in which you can invest at most 3 points. You can check this easily, as ranks are mentioned in the code only with respect to Forked Lightning. But there are 11+ talent points that can be spend enhancing LS. 3=/=11+, thus the ranks listed are only related to one single talent. What is definitely not true, is that abilities' ranks are connected to the amount of talent points spent in talents enhancing the ability. The statement GeorgZoeller;6014360 Wrote:Ability ranks in our game replace previous ranks. found here is a very solid clue that Bioware are using the WoW model regarding spell/ability ranks. The question still remains where are different ranks found in this textual RIP. |
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