Completed Rege Mana

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MMMartin
Posts: 1219

Rege Mana

Post by MMMartin »

hi, i was try mana rege on test server and get some strange result, i get capped rege mana with skill and without completly diferent aswell big diference between rege mana some give bonus 0 some give 7 sec...
frst test was without skills [ELF] REGE mana 18 was capped and get 50sec for maxed mana, next RM 17 got 57sec, RM 16 got 57 again LOL,
15 62sec, 14 64 [diference 2sec], 13 64... again, 12 71 [diference 7sec]

next test was with skills 120-120 focus med
cap was 12 rege mana 35-36 sec, next RM 11 42, RM 9 42.8... it look strange...

all time got 148 INT [HoM, Pendant, Sash]
this was testing on test server use:
set int 10 [create button UOsteam]
start script
set int 125 [create button UOsteam]

EasyUO

Code: Select all

set %1 0
set %mana #MANA + 1
start:
if #MANA = %mana && %1 = 0 3
set %SCNT #SCNT2
msg #SCNT2 , $
set %1 1

if #MANA = #MAXMANA && #INT > 100 4
set %time #SCNT2 - %SCNT
msg #SCNT2 , $
msg %time , $
halt
wait 1
goto start
DATA GET:

Code: Select all

148INT ALL
1. RM
2. TIME - SKILLS

rege mana 25
356 120+120

rege mana 23
500 0+0
355 120+120

rege mana 21
499 0+0

rege mana 20
354 120+120

rege mana 18
500 0+0
503 0+0
356 120+120

rege mana 17
571 0+0
571 0+0
570 0+0

rege mana 16
571 0+0 
572 0+0
357 120+120

rege mana 15
623 0+0 

rege mana 14
641 0+0
357 120+120

rege mana 13
644 0+0

rege mana 12
710 0+0
357 120+120
358 120+120
357 120+120

rege mana 11
420 120+120
418 120+120

rege mana 9
428 120+120
428 120+120
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Eos
Demise Administrator
Posts: 352

Re: Rege Mana

Post by Eos »

At 148 INT and 0 meditation/focus with 18 RM you should regenerate mana every ~435ms. At 17 RM this would be ~455ms.

At 148 INT and 120 meditation/focus with 18 RM it should be every ~256ms. At 17 RM every ~263ms.

How much mana are you regenerating?

It is possible for server delays and regeneration timers being handled at 50ms intervals to affect the duration somewhat. It would be interesting to see what your macro measures on OSI.
Eos
UOGDemise - Administrator

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MMMartin
Posts: 1219

Re: Rege Mana

Post by MMMartin »

hmm dont know, i just testing way setting mana

it work like set int 10 and 125 [diference 115 mana, script start work when mana up +1 mana][stop when full mana]

so 114 mana will regeneration in time,
frst are number what items regeneration mana i wear
second was time XX.X sec [need add poit] next is skills 0+0 meditaiton+focus

aswell, when are you see more time and skill value, it mean i run script 2-3 time for see if it corect get timer on same rege mana and skills XD

rege mana 18
500 0+0

mean 50,0 sec for get 114 mana back

here was second test what is strange, they have diferent regeneration mana but time when i get 114 mana back was same, mean 16-17 are same nothing diferent
rege mana 17
571 0+0
571 0+0
570 0+0

rege mana 16
571 0+0
572 0+0

so like you write 18 RM you should regenerate mana every ~435ms.

my time need add 2 ZERO and / you MS xD
50000/435=115, it is close what macro 114 mana if take accont in delay easyuo and delay network...

but problem is with skills, 120+120 skills, have capped rege mana on 12 ? and 11 10 9 have same regeneration value ?

rege mana 12
357 120+120
358 120+120
357 120+120

rege mana 11
420 120+120
418 120+120

rege mana 9
428 120+120
428 120+120
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Eos
Demise Administrator
Posts: 352

Re: Rege Mana

Post by Eos »

I performed some tests with server-side timers to keep the time (regenerating from 0 to 100 mana, with 120 meditation/focus):

Mana Regen 18
Mana Regen 18 - 263ms per tick - 26,300ms theoretical regen
Mana regen took 32,096ms
Mana regen took 32,007ms
Mana regen took 32,099ms

Mana Regen 17
Mana Regen 17 - 270ms per tick - 27,000ms theoretical regen
Mana regen took 32,114ms
Mana regen took 32,114ms
Mana regen took 32,123ms

Mana Regen 16
Mana Regen 16 - 278ms per tick - 27,800ms theoretical regen
Mana regen took 32,114ms
Mana regen took 32,164ms
Mana regen took 32,159ms

Mana Regen 15
Mana Regen 15 - 286ms per tick - 28,600ms theoretical regen
Mana regen took 32,108ms
Mana regen took 32,202ms
Mana regen took 32,160ms

Mana Regen 14
Mana Regen 14 - 294ms per tick - 29,400ms theoretical regen
Mana regen took 32,171ms
Mana regen took 32,767ms
Mana regen took 32,169ms

Mana Regen 13
Mana Regen 13 - 303ms per tick - 30,300ms theoretical regen
Mana regen took 32,402ms
Mana regen took 32,248ms
Mana regen took 32,143ms

Mana Regen 12
Mana Regen 12 - 313ms per tick - 31,300ms theoretical regen
Mana regen took 32,035ms
Mana regen took 32,077ms
Mana regen took 32,084ms

Mana Regen 11
Mana Regen 11 - 323ms per tick - 32,300ms theoretical regen
Mana regen took 37,908ms
Mana regen took 37,830ms
Mana regen took 37,933ms

Mana Regen 10
Mana Regen 10 - 333ms per tick - 33,300ms theoretical regen
Mana regen took 38,498ms
Mana regen took 38,470ms
Mana regen took 38,529ms

Mana Regen 9
Mana Regen 9 - 345ms per tick - 34,500ms theoretical regen
Mana regen took 38,486ms
Mana regen took 38,504ms
Mana regen took 38,546ms

Mana Regen 8
Mana Regen 8 - 357ms per tick - 35,700ms theoretical regen
Mana regen took 38,526ms
Mana regen took 38,501ms
Mana regen took 38,541ms

This does confirm your findings; it seems like MR has no effect past 12 at such high skills.

RunUO technical rant: I believe this is due to the regeneration timers having a tick priority of 50ms, making small differences in the time per tick (<50ms) have no effect. There are some other delays that factor in, such as the delay between a timer being queued and it being processed, which is why the plateaus don't occur exactly at 50ms intervals.

Below are tests repeated with the server-side mana regeneration tick priority adjusted to 10ms:

Mana Regen 18
Mana regen took 26,769ms

Mana Regen 17
Mana regen took 27,693ms

Mana Regen 16
Mana regen took 28,460ms

Mana Regen 15
Mana regen took 28,945ms

Mana Regen 14
Mana regen took 29,877ms

Mana Regen 13
Mana regen took 30,909ms

Now, the measured values get a lot closer to the theoretical ones. We probably need to make this very adjustment to the server core, however OSI verification is still needed to make sure their timers play nice at high skills. (Our behavior could still be accurate.) 🙂
Eos
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MMMartin
Posts: 1219

Re: Rege Mana

Post by MMMartin »

nice, aswell i belive without skill [0/0] is a bit bugged

18 50sec
17 57sec,
16 57 again LOL,
15 62sec,
14 64 [diference 2sec],
13 64... again,
12 71 [diference 7sec]

somewhere is diference 7 sec {18/17}{13/12}
and some just 2sec {15/14}
and some are zero {17/16} {14/13}

it will have maybe diferent reson this time, i belive here is bigger time for tick 50ms and still some value are same or very small diference or big diference bettwin 1 RM
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Anthony File
Posts: 1445

Re: Rege Mana

Post by Anthony File »

@Eos - Could you please post the exact formula Demise uses for calculating Mana Regeneration & Hit Point Regeneration? I would like to make an excel spreadsheet to use for maximizing the efficiency of templates/suits.
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Eos
Demise Administrator
Posts: 352

Re: Rege Mana

Post by Eos »

Anthony File wrote: April 9th, 2020, 7:41 am @Eos - Could you please post the exact formula Demise uses for calculating Mana Regeneration & Hit Point Regeneration? I would like to make an excel spreadsheet to use for maximizing the efficiency of templates/suits.
Mana regeneration:

Code: Select all

if Meditation >= 100:
  MedPoints = (Int + Meditation * 3) * 0.0275
if Meditation < 100:
  MedPoints = (Int + Meditation * 3) * 0.025
if wearing meditation-blocking armor:
  MedPoints = 0

FocusPoints = Focus * 0.05

if you are in Vampiric Embrace:
  FormPoints = 3
if you are in Lich Form:
  FormPoints = 13
otherwise:
  FormPoints = 0

CappedPoints = ArmorRegenMana + FormPoints

if you are meditating:
  TotalPoints = CappedPoints(capped at 18) + FocusPoints + MedPoints + MedPoints(capped at 13)
if you are not meditating:
  TotalPoints = CappedPoints(capped at 18) + FocusPoints + MedPoints

Interval = 1 / ( 0.1 * ( 2 + TotalPoints(rounded down) ) ) seconds
HP regeneration:

Code: Select all

CappedPoints = ArmorRegenHits

if you are Human:
  RacePoints = 2
otherwise:
  RacePoints = 0

if you are in Horrific Beast:
  FormPoints = 20
if you are in Dog or Cat Form:
  FormPoints = ( Ninjitsu / 3 )(rounded down)
otherwise:
  FormPoints = 0

TotalPoints = CappedPoints(capped at 18) + RacePoints + FormPoints

Interval = 1 / ( 0.1 * ( 1 + TotalPoints ) ) seconds
Eos
UOGDemise - Administrator

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MMMartin
Posts: 1219

Re: Rege Mana

Post by MMMartin »

i think rege HP form [ninja] have aswell be in capped, at last i read something about it get like 30+ HP rege but it is capped, same principe like HCI and light strike

but it is nice perk, it can stay like this xD

about Horrific Beast dont sure about, never use it and never read details
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Eos
Demise Administrator
Posts: 352

Re: Rege Mana

Post by Eos »

MMMartin wrote: April 10th, 2020, 9:30 pm i think rege HP form [ninja] have aswell be in capped, at last i read something about it get like 30+ HP rege but it is capped
You may have read it here:
http://www.uoguide.com/Animal_Form
Cat & Dog Form
  • Minimum skill: 40
  • 100% success 77.5
  • Increases hit point regeneration rate. At 40 Ninjitsu hit point regeneration is 15, gradually ascending. At 100 Ninjitsu and up, it is 35, although capped at 18.
However, this is incorrect. The bonus from cat and dog form is not subject to the 18 HPR cap on OSI. In the enhanced client you can see that they give you the full 40 HPR at 120 Ninjitsu on OSI.



Some more information on mana regeneration:

Some tests performed on OSI, recording how long it takes to regenerate 100 mana points:

Code: Select all

125 int 13 mr 120 med 0 focus: 43.8s

125 int 13 mr 120 med 120 focus: 33.6s
125 int 15 mr 120 med 120 focus: 33.6s (no change?)
125 int 17 mr 120 med 120 focus: 32.5s

137 int 2 mr 120 med 120 focus: 44.0s
137 int 5 mr 120 med 120 focus: 38.7s
137 int 7 mr 120 med 120 focus: 37.4s
137 int 15 mr 120 med 120 focus: 32.5s
137 int 17 mr 120 med 120 focus: 31.5s
(Several tests were performed for each case, typically the difference is only about ±0.1s.)

The 125 int 120 med 120 focus cases have the same duration for both 13 and 15 MR, but otherwise their timers don't appear to plateau.

Furthermore, the regeneration times observed on OSI are generally slower than our theoretical ones, see below:

Code: Select all

125 int 13 mr 120 med 0 focus: 43.8s (our theoretical: 35.7s)

125 int 13 mr 120 med 120 focus: 33.6s (our theoretical: 29.4s)
125 int 15 mr 120 med 120 focus: 33.6s (our theoretical: 27.8s)
125 int 17 mr 120 med 120 focus: 32.5s (our theoretical: 26.3s)

137 int 2 mr 120 med 120 focus: 44.0s (our theoretical: 43.5s)
137 int 5 mr 120 med 120 focus: 38.7s (our theoretical: 38.5s)
137 int 7 mr 120 med 120 focus: 37.4s (our theoretical: 35.7s)
137 int 15 mr 120 med 120 focus: 32.5s (our theoretical: 27.8s)
137 int 17 mr 120 med 120 focus: 31.5s (our theoretical: 26.3s)
It appears we are missing a core formula change they did in Publish 46, which removed the cap on MR and replaced it with diminishing returns. That explains why OSI is slower for higher MR values. (This publish was during ML and so this new formula should be implemented here as well.)

The UOGuide MR calculator seems fairly consistent with the performed OSI tests.
Eos
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If you are experiencing game issues please send a help request in-game.

Thank you for your continued support of UOG: Demise.
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The Silvertiger
Posts: 4469

Re: Rege Mana

Post by The Silvertiger »

I always thought we had diminishing returns.
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Vitek-
Posts: 925

Re: Rege Mana

Post by Vitek- »

@eos ur pretty rad
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