Quick question - Quick answer

[11-05-2015, 17:33:38] User 42001546 (LORD=RUGAL) found a Photon Claw (000D0000,8000020A,010A0000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:33:46] User 42001360 (Steelman) found a Photon Claw (000D0000,8000010A,02190000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:37:24] User 42001360 (Steelman) found a Photon Claw (000D0000,80000305,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:37:27] User 42001546 (LORD=RUGAL) found a Photon Claw (000D0000,8000020F,030F0000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:38:29] User 42001360 (Steelman) found a Photon Claw (000D0000,80000205,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:38:30] User 42001546 (LORD=RUGAL) found a Photon Claw (000D0000,8000021E,030A0000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:40:44] User 42001546 (LORD=RUGAL) found a Last Survivor (00020600,80000000,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:40:54] User 42001360 (Steelman) found a Last Survivor (00020600,80000123,02140000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:41:56] User 42001360 (Steelman) found a Last Survivor (00020600,80000205,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:42:02] User 42001546 (LORD=RUGAL) found a Photon Claw (000D0000,80000000,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:42:47] User 42001360 (Steelman) found a Photon Claw (000D0000,8000041E,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:43:29] User 42001360 (Steelman) found a Photon Claw (000D0000,8000010F,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:43:30] User 42001360 (Steelman) found a Photon Claw (000D0000,8000010F,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:43:38] User 42001546 (LORD=RUGAL) found a Photon Claw (000D0000,80000314,02230123) Quest 666 (Halo:ten Forest) Difficulty: Hard
[11-05-2015, 17:44:15] User 42001546 (LORD=RUGAL) found a Photon Claw (000D0000,8000020F,00000000) Quest 666 (Halo:ten Forest) Difficulty: Hard

Some Last Survivors too. :p

But yeah, a little broken for one quest. ;)
 
Good morning

Not very epic items, but it was still really funny, like a young hunter's dream came true with that many red boxes dropping one after another :lol: ! Thanks for fixing it, have a nice day.
 
Sodaboy said:
Rare monster rates were 300x for the rare quest due to the changes in the code made earlier. They've been corrected now.
now that's a real event!!!! can we get that for thxgiving pls kthx
 
Lol holy crap that's ridiculous, no wonder you just shut it down.

Anyway on topic, do combined armors still go to min stat in vanilla or was that a thing that was fixed? I never really did it but iirc delrolle shields stats differed on combination so I would hope armors would carry over stat differences too. I only ask because on scht I remember ppl saying they all went min stat.
 
Although we erased grinds and specials on weapons, we didn't do anything with the stats on combined armor/shields, though we probably should. Right now, it keeps the stat you had on the old item... If it's out of range, it puts it within range when you change blocks/sign back on.

Not sure what the behavior was on the official server, if it's supposed to go to min stat, like weapons do. If so, we probably should correct that.
 
I wish I remembered but I cant say I do. If I remember anything, it's that with shields hunting the correct stat (stink shield->Del rol shield) had a calculation it based it's final stats on after the combination, so I would hope sega used a similar thing for armor. I'm sure there's someone who remembers. If its supposed to be min well that's what it is :d
 
(old man memory incoming) combined items were min stat outside of weapons (minus orochi, which had ... a really old glitch or something that ST didn't care about?) I guess the logic was they didn't want to invalidate hunting things like Aura Field and Brightness Circle. For whatever reason, items that could only be made through combinations were given ranged values, so it sorta gimped them. Personally I wouldn't mind if combined items automatically went to max values if they can't be found otherwise. I think some items are also odd in that the combination item can't have said amount of variation either.
 
After seeing that question, I was thinking of "why variable stats if everything goes to min"
That would be fine if the items drop with variable stats somewhere, if not I was thinking of:
- Add the percent of the variable stats (has 1 out of 4, add 2 out of 8) ... something like that but seems like not a very good idea.
- If the item is min, don't add stats, if its max, set it max stats, if its none of those, do a roll for the new stat (or just straight do a roll and be done with it).
 
I remember reading on the SCHTServ forum that if the original frame had variable stats within the range allowed by the new frame, you'd keep the variable stats, but if the original frame's stats were beyond what the new frame could have, the stats would be set to 0 (so you needed to find a frame/barrier with the right # of DFP/EVP, rather than max, in order to make an ideal combination).
 
Actually, I don't know why I'm complicating it. I should just combine some stuff on the client and see the results. The server doesn't send what the item is after combining, the client already knows. Whatever the stats the client shows or whatever behavior is the right one. Will look into it. :p
 
Aleron Ives said:
I remember reading on the SCHTServ forum that if the original frame had variable stats within the range allowed by the new frame, you'd keep the variable stats, but if the original frame's stats were beyond what the new frame could have, the stats would be set to 0 (so you needed to find a frame/barrier with the right # of DFP/EVP, rather than max, in order to make an ideal combination).

Thanks Ives, that's exactly what I remember.
 
Sodaboy said:
Actually, I don't know why I'm complicating it. I should just combine some stuff on the client and see the results. The server doesn't send what the item is after combining, the client already knows. Whatever the stats the client shows or whatever behavior is the right one. Will look into it. :p
Lol, true.
 
It costs 50 PDs to add Arrest to an SR Rifle though, that's a lot of PDs.

Furthermore a 50% Arrest Laser is more effective than the SR due to higher ATA.
 
A Laser with 15% Hit or more will have more ATA than an S-Rank Rifle.
 
Is there a way to search the drop chart across all ID's at once? It seems I have to open each ID separately.
 
Back
Top