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Bug Reports => Engine Related Bug Reports => Topic started by: Gardner Denver on Nov 23, 2008, 05:55 AM

Title: Using Megamud Combat Summary for test data. (READ ME)
Post by: Gardner Denver on Nov 23, 2008, 05:55 AM
For the doubters of my statement that Megamud does not calculate round damage accurately, I submit the following for your consideration. 

These 3 tests were done in Greatermud today (11/23/08) at noon CST:

The test had the following paramaters:
Loop for 15 minutes on each of the 3 loops
No sysop enhancements were used
Melee combat using a Stormhammer
No changes to settings, blesses, or anything else when switching areas


Slums
Exp:   11 k/hr
Cash:  0 copper/hr
Miss:  6%
Hit:   82%   Rng:17-55    Avg:38
Extra: 5%    Rng:5-12     Avg:8
Crit:  12%   Rng:157-215  Avg:185
BS:    ---   Rng:0-0      Avg:0
Pre:   N/A   Rng:0-0      Avg:0
Cast:  N/A   Rng:0-0      Avg:0
Round:       Rng:32-215   Avg:76
Sneak: 0%   
Dodge: 0%   


Just as a point of intrest I decided to double check with the mudexplorer swing calc..

Weapon: jewel-encrusted warhammer (1448)
Swings: 5/5/5/5/5/5/5/5/5/5
Energy Remaining: 65/130/8/73/138/16/81/146/24/89
Energy per swing: 187, Raw swing: 5.3476, QND Crits: 17
Combat: 1 (Poor), Level: 68, Agility: 90, Strength: 110, Encumbrance: 1471/7050 (20%), Speed: Normal (100)
True Average: 268.68 (Hit %-82, Hit AVG-38, Extra %-5, Extra AVG-8, Crit %-12, Crit AVG-185, Swings-5.3476)

~TCA


Rhuduar
Exp:   191 k/hr
Cash:  0 copper/hr
Miss:  21%
Hit:   63%   Rng:16-56    Avg:38
Extra: 12%   Rng:5-19     Avg:12
Crit:  16%   Rng:112-222  Avg:168
BS:    ---   Rng:0-0      Avg:0
Pre:   N/A   Rng:0-0      Avg:0
Cast:  N/A   Rng:0-0      Avg:0
Round:       Rng:32-304   Avg:125
Sneak: 0%   
Dodge: 2%


Weapon: jewel-encrusted warhammer (1448)
Swings: 5/5/5/5/5/5/5/5/5/5
Energy Remaining: 65/130/8/73/138/16/81/146/24/89
Energy per swing: 187, Raw swing: 5.3476, QND Crits: 17
Combat: 1 (Poor), Level: 68, Agility: 90, Strength: 110, Encumbrance: 1471/7050 (20%), Speed: Normal (100)
True Average: 259.79 (Hit %-63, Hit AVG-38, Extra %-12, Extra AVG-12, Crit %-16, Crit AVG-168, Swings-5.3476)


Tasloi's
Exp:   762 k/hr
Cash:  0 copper/hr
Miss:  31%
Hit:   58%   Rng:16-56    Avg:34
Extra: 9%    Rng:8-16     Avg:12
Crit:  11%   Rng:121-214  Avg:168
BS:    ---   Rng:0-0      Avg:0
Pre:   N/A   Rng:0-0      Avg:0
Cast:  N/A   Rng:0-0      Avg:0
Round:       Rng:28-397   Avg:125
Sneak: 0%   
Dodge: 11%


Weapon: jewel-encrusted warhammer (1448)
Swings: 5/5/5/5/5/5/5/5/5/5
Energy Remaining: 65/130/8/73/138/16/81/146/24/89
Energy per swing: 187, Raw swing: 5.3476, QND Crits: 17
Combat: 1 (Poor), Level: 68, Agility: 90, Strength: 110, Encumbrance: 1471/7050 (20%), Speed: Normal (100)
True Average: 194.73 (Hit %-58, Hit AVG-34, Extra %-9, Extra AVG-12, Crit %-11, Crit AVG-168, Swings-5.3476)


[HP=748/MA=415]: (Resting) st
Name: Gardner Denver                   Lives/CP:    9/390
Race: Dwarf       Exp: 2310682083      Perception:     96
Class: Priest     Level: 68            Stealth:         0
Hits:   748/748   Armour Class:  65/1  Thievery:        0
Mana: * 415/539   Spellcasting: 265    Traps:           0
                                       Picklocks:       0
Strength:  110    Agility: 90          Tracking:        0
Intellect: 90     Health:  120         Martial Arts:   71
Willpower: 120    Charm:   85          MagicRes:      122
You are in a state of fanatical fury!
You are surrounded by an aura of hellfire!
A profane link is enhancing your power!
You are affected by a blood ritual!
[HP=748/MA=539]:

[ Gardner Denver ]
Gardner is a colossal, physically Godlike Dwarf Priest with none black
hair and black eyes. He moves with catlike agility, and is extremely
likeable, and fairly radiates charisma. Gardner appears to be a genius
and looks like he is one with the Gods. He is unwounded.

He is equipped with:

dusty tricorne                 (Head)
silver gloves                  (Hands)
ruby-eyed skull ring           (Finger)
gold jeweled ring              (Finger)
silversilk slippers            (Feet)
stormmetal bracers             (Arms)
folds of worship               (Back)
phoenix feather                (Neck)
silversilk trousers            (Legs)
ogre-skin baldric              (Waist)
silversilk tunic               (Torso)
red skull                      (Off-Hand)
sunstone wristband             (Wrist)
emerald-studded bracelet       (Wrist)
cobra earrings                 (Ears)
severed head of Goru-Nezar     (Worn)
stormhammer                    (Weapon Hand)

The only thing that changed was where I scripted.  Notice the vast difference on the combat summary between the different areas?  Which summary is right?  All of them are for the particular area I was in at the time. 

This is why I will not use the round summary as a guide to determine if combat has been fixed, improved, or damaged in some way.  Megamud can not calculate this information accurately enough.

The only way Megamuds combat summary is usefull as a guage of a fix is to insure that nothing else changed.  If you are constantly moving areas, changing gear, including boss kills, or even leveling, then your combat summary data is useless because it adds to many additional factors to the situation.

The only valid test data for fixes to crits and/or crit % comes from scripting the same monsters, with the same setup on your character, for the same amount of time.
Title: Re: Using Megamud Combat Summary for test data. (READ ME)
Post by: jim gilmore on Aug 20, 2013, 12:34 AM
yes mega mud has distinct error in relation of how the message work.
I have been able to fix 1 error with the extra damage of the flametongue.
But i'm not sure if the errors are all related tothe messages that are given.
With the flame tonge its looking for a response with a single space missing compared to the respons that is given.

But it could be that soime of the messahes are Not in the megamud data...at all