
Worked on the EQEmu/Server repository to enhance the spell resistance system in a C++ backend environment, focusing on combat mechanics and game development. Developed a multi-check resist system that allows multiple resistance checks per spell effect, refactored core logic from GetSpellEffectResistChance to TrySpellEffectResist, and integrated item and AA bonuses into spell resistances. Addressed edge-case inconsistencies by clarifying fear resistance behavior for pets and fixing the handling of unresistable spells to match live server expectations. These updates improved the accuracy and maintainability of spell mechanics, laying a foundation for future balance and smoother quality assurance processes.
April 2025 monthly summary for EQEmu/Server: Focused on enhancing spell resistance mechanics, fixing unresistable spell handling, and strengthening alignment with live behavior. Delivered multi-check resist system, refactoring of GetSpellEffectResistChance to TrySpellEffectResist, and integration of item and AA bonuses into spell resistances, along with clarifications on fear resistance behavior for pets. Fixed unresistable spell bypass to match live server expectations, improving spell mechanics accuracy and player experience. These changes reduce edge-case inconsistencies, improve maintainability, and prepare groundwork for future balance passes.
April 2025 monthly summary for EQEmu/Server: Focused on enhancing spell resistance mechanics, fixing unresistable spell handling, and strengthening alignment with live behavior. Delivered multi-check resist system, refactoring of GetSpellEffectResistChance to TrySpellEffectResist, and integration of item and AA bonuses into spell resistances, along with clarifications on fear resistance behavior for pets. Fixed unresistable spell bypass to match live server expectations, improving spell mechanics accuracy and player experience. These changes reduce edge-case inconsistencies, improve maintainability, and prepare groundwork for future balance passes.

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