PDA

View Full Version : Game Mechanics: 255 resist cap for all P99 eras (Pure classic - end of Velious)


Nirgon
02-26-2014, 03:42 PM
Now that rampage is on track to work/pras Haynar...

The next step for Velious raiding to be a classic/challenging experience is to set the max resist available to players at 255.

Going in with 400-500 of a given resist (immunity) is going to pretty much ruin the experience for encounters with aoe spell damage.

Feasible? Can't modify this because it is client side? Secrets "hackery" needed?

Daldaen
02-26-2014, 03:50 PM
You like this post.

Resist gear + bard should get people up to 255. Using potions and getting 400+ ain't classic.

If they could fix this, that would be glorious.

Nirgon
02-26-2014, 03:52 PM
How its done/what is displayed is much less important (to me) than people rolling through all the Velious dragons taking 0 dmg from aoe.

Mac Dretti
02-26-2014, 04:07 PM
Tread lightly

Blue can throw 300 people at 1 mob

Red cant

Buriedpast
02-26-2014, 04:07 PM
You like this post.

Resist gear + bard should get people up to 255. Using potions and getting 400+ ain't classic.

If they could fix this, that would be glorious.

Im sorry but resists here are FUCKED.

255MR resists nearly nothing. It's about 370 of a resist where resist rates are about as reliable and equal with having 255 on live back in the day.

A 255 cap would just be scary on this server with current resist coding.

koros
02-26-2014, 04:08 PM
How its done/what is displayed is much less important (to me) than people rolling through all the Velious dragons taking 0 dmg from aoe.

Resist = GetResist()

If (Resist >= 255) {
Resist = 255;
}

Nirgon
02-26-2014, 04:09 PM
^ oh I know.

But I'm sure the code dig isn't as simple as that. Maybe in the calculation sure (o yes do this), but in display on the front end etc... I have NFI.



255MR resists nearly nothing.

I wouldn't say nearly nothing. But you certainly weren't immune to dragon roar/breaths at this value in live either. I think with 280 magic here on a Naggy alt... I got feared one time in like... 40 kills. Dat ain't classic. We had tanks decked out in MR gear that would pop root/regen pots to avoid being feared on live.

Having 255 isn't and shouldn't be some kind of immunity flag (for raid aoe's) in a true classic system or even now.

Juhstin
02-26-2014, 04:10 PM
You like this post.

Nirgon
02-26-2014, 04:20 PM
https://www.youtube.com/watch?v=LlzAutiwi_A


^ 10 seconds in, almost everyone gets feared, with Velious gear.


Another fight: https://www.youtube.com/watch?v=8YBEqvc01ZE

Around 1min 10 secs... same thing... 1min 50secs... again whole raid pretty much. I repeat! In Velious gear (inb4 we have so much PD loot now..)! Bards are also present for this.

I'd invite a dev to try to let Klandicar dragon fear/silver breath (or make a hotkey for each and spam with spell ID) until you see what I mean at different values here.

Try it with 400 magic (currently), and 255 currently. Decide what you think.

Daldaen
02-26-2014, 04:23 PM
Im sorry but resists here are FUCKED.

255MR resists nearly nothing. It's about 370 of a resist where resist rates are about as reliable and equal with having 255 on live back in the day.

A 255 cap would just be scary on this server with current resist coding.

There was an issue on live for awhile that exceeding 255 would be counterproductive and reduce your ability to resist AEs. We don't have that here do we? I'm sure I could pull up some quotes if need be.

Nirgon
02-26-2014, 04:28 PM
Well if you exceeded 252 it would be. I don't think that's worth implementing here, some spells would do it, others would give you full benefit from 255. Its just such a one off and I think only applied a little bit at the 250+ range.

I don't think 255 is TOO FAR off here from live.

Some AoE's like Phara Dar's and dragon roar need a look though. 255 resist should greatly increase the duration if a fear should land also. So don't take me as suggesting anything like you should be feared full duration at 255 magic every time. Its just you shouldn't be pretty much immune to every single one that goes off.

Buriedpast
02-26-2014, 04:38 PM
On live, 255MR had you resist almost all dragon fears or they were very short duration.
Here, 255 means you get feared I would guess 1/2 of the time.
Silverwing will land 100% of time on you
Xygoz same, PD same.

Definitely not even close to accurate.

255 was very good on live. It wasnt a sure bet, but it was a darn good bet.

Elderan
02-26-2014, 04:49 PM
On live, 255MR had you resist almost all dragon fears or they were very short duration.
Here, 255 means you get feared I would guess 1/2 of the time.
Silverwing will land 100% of time on you
Xygoz same, PD same.

Definitely not even close to accurate.

255 was very good on live. It wasnt a sure bet, but it was a darn good bet.

It is because they have all dragons -resist modifiers. This is because people can get over 255 here. Now if they want to limit resist to 255 then fine, but they will need to remove all negative resist modifiers on dragons.

Nirgon
02-26-2014, 05:24 PM
but they will need to remove all negative resist modifiers on dragons.

No.

You're just trading taking away the cap for the resist mod.

This creates the same problem we have now, it just takes less resist to get to the "immune" level we have now... which for many targets.. is really really bad for game play.

Like I said, set yourself to 255 and see how many Klandicar fears you take and how long they last. Try it with 400 resist. Decide what kind of raid content you want to deliver in Velious from there. Check out video links for reference too :).

Nirgon
03-24-2014, 03:16 PM
Test this on Velious beta?

Treats
03-24-2014, 04:28 PM
No.

You're just trading taking away the cap for the resist mod.

This creates the same problem we have now, it just takes less resist to get to the "immune" level we have now... which for many targets.. is really really bad for game play.

Like I said, set yourself to 255 and see how many Klandicar fears you take and how long they last. Try it with 400 resist. Decide what kind of raid content you want to deliver in Velious from there. Check out video links for reference too :).

Exactly.

Trakanon

200 Resist Mod on AE

Capping Resists at 255 and removing the Resist Mods would be like having 455 resist with the current code.

Nirgon
04-17-2014, 02:27 PM
sup?

try this on velious beta? :)

Splorf22
04-19-2014, 06:05 PM
I had a big thread about this here http://www.project1999.com/forums/showthread.php?t=98648

But I also think that PCs don't have the correct resistance chances anyway; Nizzarr basically had it right. Hoshkar, Nexona, and Vox are way too hard, Phara Dar is way too easy.

I don't think just inserting a min(resist, 255) would be more accurate than the current system.

Daldaen
05-05-2014, 11:55 AM
How time intensive would implementing a 255 Resist cap and checking resists against the cap be? Cause this is certainly classic. I'd love to hear dev thoughts on the matter.

heartbrand
05-05-2014, 01:41 PM
Pretty sure resists are going / are treated here the same way AC is. Completely custom due to the impossible nature of recreating "classic" resists, and trying to do it on a mob by mob basis.

Daldaen
05-05-2014, 01:48 PM
It's impossible to recreate classic but balancing a resist system around a 255 cap would be beneficial. Cause currently an epic bard is necessary to cap resists, which isn't classic. Getting your best bet to resist AEs (255) shouldn't be bard mandatory. With excellent gear and buffs/potions you should be able to cap out all of them with Velious gear.

Nirgon
05-12-2014, 05:46 PM
Would like to test this out on Velious beta if implemented.

Dolalin
01-04-2020, 10:36 AM
I have found classic evidence via a statement from Abashi about this:

Date : 26/09/2000



Topic : Resist Bug Does not Exist



This came of the official EverQuest message boards.



There is a "fact" that "everyone knows" that resists roll over after 255... i.e. 256 resist = 1 resist.

a) is this true? if so would you disclose it? it's not really one of those things that needs to be "hidden" since its so anti-intuitive and obviousely a result of computer programming, not some mystical god.

Actually I checked into it and this hasn't happened since beta when the resist-boosting spells were first put in. At that time, resists exceeding 255 would "roll" the counter, making it start over back at 1. This was apparently the case for all of the stats at one time.

Now they just cap (hard) at 255.

And to answer your question, yes, we would disclose it, and fix it right away.



- Gordon

http://web.archive.org/web/20011101223316/www.magecompendium.com/News/Week_Ending_1st_October.htm

Unless other evidence has come to light since then, it seems all PC resists should be capping at 255, hard.