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  #31  
Old 07-24-2014, 02:26 AM
Alunova Alunova is offline
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Quote:
Originally Posted by Raden [You must be logged in to view images. Log in or Register.]
the 8-22 and 9-03 changes are from the test server changes.
http://lucy.allakhazam.com/spell.htm...89&source=Test

9-04 live change was the actual patch where resists were changed.
http://lucy.allakhazam.com/spell.htm...89&source=Live

So you're both right

Patch notes here.
http://www.tski.co.jp/baldio/patch/20020904.html

So Resists should go back to the old cap of 255 and take the resists mods away. Not classic to have to stack so much resists.
What about:
2002-08-22 10:10 Removed Slot 1: Lure(6)

I believe this is where they changed how the spellfile itself worked. It looks like Dragon roar already had a lure component, which was switched to an actual value with the new system.

Trilogy client spell file:

789^Dragon Roar^PLAYER_1^^^ lets loose a mighty roar.^You flee in terror.^^You are no longer afraid.^0^300^0^0^0^0^36000^7^3^0^0^-6^1^0^0^0^0^0^0^0^0^0^0^400^0^0^0^0^0^0^0^0^0^0^0^2 507^2116^-1^-1^-1^-1^1^1^1^1^-1^-1^100^100^100^100^100^100^100^100^100^100^100^100^ 0^0^0^1^10^23^254^254^254^254^254^254^254^254^254^ 254^4^0^52^-1^0^0^61^61^61^61^61^61^61^61^61^61^61^61^61^61^61 ^43^13^0^13^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^10 0^0^154^0

Compare this to Rain of Cold with a -100 resist check:

Lucy:
2002-09-04 11:33 Removed Slot 1: Lure(4)
2002-09-04 11:33 Changed Resistadj from 0 to -100

Trilogy client spell file:

1487^Rain of Cold^PLAYER_1^^^Calls forth a circle of frozen shards above you.^Frozen shards slice into your skin.^^^150^300^0^0^0^0^12000^0^0^7500^0^-4^-300^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^25 15^2063^-1^-1^-1^-1^1^1^1^1^-1^-1^100^100^100^100^100^100^100^100^100^100^100^100^ 0^0^0^3^10^0^254^254^254^254^254^254^254^254^254^2 54^4^0^24^-1^0^0^61^61^61^61^61^61^61^61^61^61^61^61^61^61^61 ^44^13^0^3^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^0^100 ^0^116^0

The lure component existed before the lucy change, it just changed forms.

It would make sense that it is using a 25 multiplier, -100 = -4 and -150 = -6
Last edited by Alunova; 07-24-2014 at 03:54 AM..
  #32  
Old 07-24-2014, 02:38 AM
Alunova Alunova is offline
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Also, this is interesting change in 2002, well after Velious

Higher level PCs will be more resistant to lower level NPCs' spells.
Increased the number of spells that can be in effect on a given NPC to 30.
The hard level limit involving players casting on NPCs has been removed. This used to be referred to in EQ folklore as the "Six Level Limit" (It was actually 1.25 times the caster's level, but more people likely thought about it the other way.) This means that in the vast majority of cases, there is at least a small chance that a person will be able to connect a spell with an NPC, even if they are out of that NPC's traditional level range.
Last edited by Alunova; 07-24-2014 at 03:03 AM..
  #33  
Old 07-24-2014, 05:36 AM
khanable khanable is offline
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No matter how much tuning you guys do, having to stack resists up to 500 is just nuts, and I'd wager borderline impossible to get two resists simultaneously above 400 for most classes.

No bard (preferably with epic), no chance
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  #34  
Old 07-24-2014, 10:16 AM
Nirgon Nirgon is offline
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Real talk for a sec? How bad/difficult is making the "cap is 255" change here? Can you just cap it at 255 but the client side displays more? With a disclaimer to the community that btw resists over 255 no longer count higher?

I will take a non answer as "we don't know". And dat's kew, np, ain't rustled.
  #35  
Old 07-24-2014, 10:26 AM
Zaela Zaela is offline
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int16 Client::GetMaxResist() const
{
int level = GetLevel();

int16 base = 500; <--- change this number

if(level > 60)
base += ((level - 60) * 5);

return base;
}

No particular reason the server would need to care what your client says your resists are. (It technically doesn't, they both calculate the numbers independently.) But it's nice to have things in sync, obviously.
Last edited by Zaela; 07-24-2014 at 10:38 AM..
  #36  
Old 07-24-2014, 10:27 AM
Daldaen Daldaen is offline
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Agreeing with khanable and Nirgon here.

Having to balance your resists against a 500 cap, with Velious gear, which was designed with a 255 cap, is very annoying.

In classic you would devote about half your slots to resists while the other half you got your core stats / HP/Mana up. On P99 to have any chance to resist these AEs you're having to swap nearly every single slot. If you are only switching half here and getting to 150~ unbuffed, you are getting crushed by AEs.

It puts a very unnecessary and unclassic focus on bard Resists and on resist gear in general. Bards were nice on raids cause you could put them with MTs and DPS so that they could keep stacking their HP without sacrificing much for resists.

Tl;dr - Not having a 255 cap and AEs scales against it is the greatest threat to P1999.
  #37  
Old 07-24-2014, 10:34 AM
arsenalpow arsenalpow is offline
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I had a boxed bard for the encounter and was pushing close to 400MR and it was still a coin flip to resist the fear and it would last foreverrrrrrr.
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  #38  
Old 07-24-2014, 10:49 AM
Daldaen Daldaen is offline
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Didn't classic have resists displaying over 255, but they weren't effective?

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  #39  
Old 07-24-2014, 11:00 AM
Man0warr Man0warr is offline
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Seems like an easy change - change resist cap to 255 and remove all the unclassic resist mods.

As it is, guilds will need a bard for every group to kill Velious dragons.
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  #40  
Old 07-24-2014, 12:35 PM
Raden Raden is offline
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Even if you didn't want to, or can't, recreate the old lure system, you can simply cap resists at 255 and cut all the resist mods in the game atm in half. It would basically magic bullet the whole issue of having to stack resists past 255.
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