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  #11  
Old 09-17-2013, 03:33 PM
Velerin Velerin is offline
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Being fairly new here and only midlevel, I can't say anything about the raid level stuff... but greenie mobs 15 or more levels lower than you shouldn't land any spells. I was being chain rooted by low green earth elementals in Najena the other day.
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  #12  
Old 09-17-2013, 03:54 PM
cs616 cs616 is offline
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Quote:
Originally Posted by Vandy [You must be logged in to view images. Log in or Register.]
I disagree with this evening out unless you are a bard or have a bard in your group 100% of the time.
Fair point, my main raiding character is a bard so most of my observations are based on that.
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  #13  
Old 09-23-2013, 04:41 AM
Visual Visual is offline
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this has been discussed ad nauseam. took them years to reduce npc mana pool so don't expect any resist fix soon [You must be logged in to view images. Log in or Register.]
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  #14  
Old 09-24-2013, 02:21 AM
Clark Clark is offline
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Quote:
Originally Posted by baramur [You must be logged in to view images. Log in or Register.]
Currently the resist check system is terrible. Mobs have way to high resist checks, while a level 10 mob can land nukes on level 60 characters. On live i could snare King in seb and nuke trak, on p99 even after malo and tash i cannot get druid snare to land at all on king, and nuking trak is almost pointless if you are anything other then a lure caster. In kc i get resists on mobs all the time, but any mob seems to be able to land spells on me. When doing druid epic in East Karana, the level 45 necro was able to snare me, str debuff me, and fully dot me, with minimal resist. Druid is geared pretty well, trak bp, hiero cloak, etc. No way a level 10 mob should EVER land a nuke on a 60 char, i do not think the game is factoring level difference when NPC nuke players. I also believe raid mobs/named are tuned a little to high on resists, as i do not remember a single mob in kunark i could not land spells on once malo/tash was in.
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  #15  
Old 09-24-2013, 12:06 PM
heals4reals heals4reals is offline
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The reason colgate commented in the fact you said "im well geared I have trak bp and heiro cloak" when talking about resists is because those items have absolutely nothing to do w resists.

Are you sitting at 20save all or 150 save all?

Yes level should play a roll but if your a troll with like -15 save fire and a mob fire nukes u, well gee
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  #16  
Old 09-26-2013, 04:53 AM
gortimer gortimer is offline
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Resists checks differ by zone it seems. Priest mobs in permafrost (mid 20s) land dispells 100% of the time but mobs in solb never land them.
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  #17  
Old 09-26-2013, 08:55 AM
Arrisard Arrisard is offline
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Depends on the dispell the caster is using. Generally single slot dispells cannot be resisted while multislots are subject to normal checks iirc. Lower level mobs only have the single slot dispell, while higher level mobs have access to and attempt to use higher level, multislot, resistable dispells.
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  #18  
Old 09-26-2013, 10:42 AM
cyryllis cyryllis is offline
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Quote:
Originally Posted by gortimer [You must be logged in to view images. Log in or Register.]
Resists checks differ by zone it seems. Priest mobs in permafrost (mid 20s) land dispells 100% of the time but mobs in solb never land them.
This is because the low level mobs are casting cancel magic (unresistable) vs mobs in sol b casting strip / pillage enchantment which can be resisted.
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  #19  
Old 09-30-2013, 07:49 AM
dali_lb dali_lb is offline
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Do a Forum search on resist checks.

This is not a new problem. It's a known issue of EQEmulator because we use the Titanium client.
The resist checks is by default hardcoded into the client. Titanium client is based on a stat max of at least 520 if not more
(bet there is someone out there that has a bit more acurate description than me),
but this should explain why resist checks is off on Project1999 compared to original old school EQ.
That is also why the original rule that +mana items should be better than +int items when your int is over 200
( wich is the old school skill soft cap) doesn't fit on project1999. And it's propably also the reason for many other things like pet agro, defense and attack anomalies that is being discussed in various threads.

Put simply it works this way

old school: - Bob is hit by a npc Ice Comet, Bob has a cold resist of 150 (of 200)
after resist checks Bob gets a full resist roll and takes no dmg

P99: - Bob is hit by a npc Ice Comet, Bob has a cold resist of 150 (of 520)
after resist checks Bob gets a partly resist roll and only takes 400 dmg.

As the cap of (possible 520) is hardcoded in the client, only way to fix this,
is if they can somehow beef up all resist numbers that is sent to the client by a factor 2-3.
As noone has tried fixint it, i guess it isn't as easy as it sounds to do. [You must be logged in to view images. Log in or Register.]
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  #20  
Old 09-30-2013, 08:14 AM
Alecta Alecta is offline
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Dali_lb, most of what you wrote is incorrect.

The resist calculations are 100% server side, and the server could easily do something like return min(cr, 255) when calculating a person's cold resist. The only issue is that the client would still display 300 CR, lending the impression that adding more CR is actually doing something when it isnt.
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