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  #11  
Old 07-06-2021, 04:19 AM
JayDee JayDee is offline
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Let me down with the ninja velious drop. No mention on home page. Not in announcements. Guess I wont be playing
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  #12  
Old 07-06-2021, 01:11 PM
Nilstoniakrath Nilstoniakrath is offline
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Quote:
Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
The hybrid experience penalties don't get taken out until like a month into Velious:

https://everquest.allakhazam.com/edi...rs_letter.html

The spell stuff is 2 months in:

February 21, 2001 3:00 am
------------------------------

*Patch Day*

Today's patch contains a wide variety of enhancements and changes. Due
to the number of changes being made, this list is primarily a summary.
Extended descriptions of the changes and the reasoning behind them can
be solicited on the EverQuest Message Boards.

*Spell and Skill Changes*

Druids, Shaman, and Clerics:
--- Superior Healing moved to level 51 for shamans and druids.
--- Casting difficulty of Superior Heal reduced (less fizzles)
--- New level 55 Druid and shaman spell, Chloroblast, similar to remedy
for clerics.
--- New Druid spell at level 60, upgrade to superior healing, Natures
Touch.
--- Created a new spell effect for Celestial Healing, Celestial Elixir,
and Torpor. This will allow them to stack with all other spells, save
spells of the same type (Heal over time). Prior to this, all heal-over-
time spells followed the same rules as regeneration spells.
--- Reduced the casting difficulty of Remedy.
--- Lowered recast time on Wake of Karana

Paladins:
--- Added Endure Magic spell at level 30
--- Added Resist Magic at 55
--- Moved Guard spell from 49 to 39
--- Moved Armor of Faith from 53 to 49
--- Added New level 53 paladin spell: Divine Glory
--- Added New level 59 spell: Celestial Cleansing
--- Defense skill cap made exactly same as warriors
--- Added Yaulp 4 at 60 and enhanced.

Shadowknights:
--- Removed artificially inflated mana cost for pre level 50 lifetap
spells. Please note that post-50 lifetap spells never had an inflated
mana cost.
--- Moved Spirit Tap to level 55
--- Moved Drain Spirit to level 57
--- Added Drain Soul at level 60
--- Grim Aura added at level 22 and enhanced
--- Moved Shieldskin to level 34
--- Pet buff added at 29
--- Added Diamondskin spell at 59
--- Defense skill cap made exactly same as warriors
--- Due to the recent improvements to "Harmtouch", it is doing much
more damage than it would before and unbalances PvP. As such it will
now do less damage in PvP (68% of PvE, down from 80%). In addition,
Shadowknights on the PvP servers were routinely killing themselves via
non-XP losing means and attacking other players with Harmtouch
immediately upon respawn. In order to address this situation, Harmtouch
is no longer automatically "recharged" by death on the PvP Servers.
--- The "Lifeleech" discipline now increases hit probability in
addition to its other effects.


Rangers:
--- Added Endure Cold at 22
--- Added Skin Like Nature at 59
--- Added FireFist at 22
--- Moved Bramblecoat from 49 to 39
--- Added Spikecoat at 49
--- Added resist cold at 55
--- Added Panic Animal at 22
--- Moved Jolt to 51
--- Moved Spirt of Wolf from 39 to 30
--- Added Cinder Jolt (fire-based Jolt spell) at 55.
--- Offense and weapons skill made identical to warriors
--- Added See Invisible at 39

Bards:
--- Added new level 20 Bard Song: Cassindra`s Chant of Clarity
--- Bards defensive skill made exactly the same as a warriors
--- Changed it so that the bard spell Denon's Desperate Dirge to
increase damge by 10pts per level over 45. Also made it so the spell
does 20% more damage using the Puretone discipline.

Magicians:
--- Added new level 59 spell: Valiant Companion
--- Added new level 39 spell: Summon Companion
--- Rain spells no longer count pets against total number of entities
they can damage (all rain spells)
--- Added level 29 spell for Mages: Expedience

Enchanters:
--- Lowered recast time on Visions of Grandeur

*Bug Fixes*

--- Aggressive and Defensive disciplines have been fixed. Before they
would only affect damage taken and not affect damage dealt out. Now
they affect both as designed.
--- Fixed the bug with going to the spellbook when the inventory window
was up in fullview mode. It should work now. Also, fixed a minor bug
where if you were in normal mode and tried to go to the spellbook from
inventory via /book or the keymapped key it would not go, and it would
make the done button not work properly for the inventory mode.
--- Fixed NPC melee ranges to be the same as for player characters. In
other words, if you can hit the NPC, he can hit you. This bug was a
problem with one dragon that could be hit, but could not hit back.
--- Fixed a bug that made it impossible to "Call of the Hero" someone
out of water or lava.
--- Fixed the proc on the Chilled Scythe. Owners of this item will need
to swap it out with a GM.
--- The Kromzek Surveyor Scope now fits in the "Ranged" slot rather
than the "Ammo" slot as before.
--- Fixed a bug that caused the two single-target bard snare songs to
break too soon in some cases.
--- Fixed a bug whereby NPCs would consider the race of a player prior
to the loading of the faction table upon zoning or logging in. This
would cause people to be attacked by things that normally like them.
--- Players should now be properly removed from the group regardless of
how they exit the game.

*Misc Changes*

--- Added text labels to the fullview inventory window "body" slots
(Available only to Velious Subscribers)
--- Added the ability to toggle those labels on and off. Use
/invwinlabels [on/off] (or no arguments to toggle). This is saved in
the eqclient.ini file in the [Defaults] section with the key
InvWinLabels=[TRUE/FALSE]
--- Increased the pre-50 bind-wounds cap for rogues and warriors.
--- Pickpocket now works to a max of 5 levels below you, or level
45...whichever is greater... You can pickpocket NPC up to level 55 if
you are level 60.
--- The mouse pointer will now move at a multiple of its normal speed
when you adjust the MousePointerSpeedMod setting in the eqclient.ini
Excellent, thank you for the clarification on hybrid xp and the Velious spells.

Any one know when the Kunark ports to Skyfire and Emerald Jungle no longer required being in a dungeon zone on Live?
  #13  
Old 07-06-2021, 01:47 PM
cd288 cd288 is offline
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Quote:
Originally Posted by Nilstoniakrath [You must be logged in to view images. Log in or Register.]
Excellent, thank you for the clarification on hybrid xp and the Velious spells.

Any one know when the Kunark ports to Skyfire and Emerald Jungle no longer required being in a dungeon zone on Live?
------------------------------
June 27, 2001 3:00 am
------------------------------

- Wind of the North, Wind of the South, Markar's Relocation and
Tishan's Relocation have had their additional restrictions removed, and
can now be cast from any zone where other similar spells can be cast.

***

If those are the spells you're thinking of it looks like the dungeon requirement goes away like 6 months from now maybe?
  #14  
Old 07-06-2021, 03:22 PM
Graahle Graahle is offline
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I think it's awesome the devs nonchalantly released Velious. It's not a big deal. Did Green even break 1k players on release weekend with 25% exp bonus lol?
Last edited by Graahle; 07-06-2021 at 03:25 PM..
  #15  
Old 07-06-2021, 07:13 PM
cd288 cd288 is offline
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Quote:
Originally Posted by Graahle [You must be logged in to view images. Log in or Register.]
I think it's awesome the devs nonchalantly released Velious. It's not a big deal. Did Green even break 1k players on release weekend with 25% exp bonus lol?
4th of July weekend what do you expect lol
  #16  
Old 07-06-2021, 09:58 PM
Graahle Graahle is offline
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Quote:
Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
4th of July weekend what do you expect lol
At velious launch on blue where there were literal thousands online, they would’ve skipped the second coming of christ to grind dragon faction lmao
  #17  
Old 07-07-2021, 12:26 AM
cd288 cd288 is offline
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Quote:
Originally Posted by Graahle [You must be logged in to view images. Log in or Register.]
At velious launch on blue where there were literal thousands online, they would’ve skipped the second coming of christ to grind dragon faction lmao
It also was unannounced on green
  #18  
Old 07-07-2021, 12:51 AM
Graahle Graahle is offline
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Word of mouth travels fast in these parts. Fake elf fans
  #19  
Old 07-07-2021, 03:55 AM
Tethler Tethler is offline
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Quote:
Originally Posted by Graahle [You must be logged in to view images. Log in or Register.]
At velious launch on blue where there were literal thousands online, they would’ve skipped the second coming of christ to grind dragon faction lmao
Blue had an announcement 2 months prior about release date. Anyone that really wanted to experiece velious content 1 week ago could have rolled on blue any time they wanted and experienced it. When it launched on blue there was no such option. All the beards on blue had 2 months notice to put in for vacation time and they early announcement brought a bunch back from retirement since velious was new on p99. Green release was on a holiday weekend where people likely had plans.

So many reasons for the difference in numbers. I think the bolded reasons are the biggest.
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  #20  
Old 07-07-2021, 10:07 AM
Nomadic Plainswalker Nomadic Plainswalker is offline
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Quote:
Originally Posted by Graahle [You must be logged in to view images. Log in or Register.]
I think it's awesome the devs nonchalantly released Velious. It's not a big deal. Did Green even break 1k players on release weekend with 25% exp bonus lol?
Prior to the day Green launched it was made known the release dates for both Kunark and Velious. if you were surprised, its on you.
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