View Full Version : Just a few balance ideas
AffEcT
01-30-2013, 07:02 AM
These changes were made with red99 in mind, although some may apply to general PvP combat on p99 as well.
PvP Spell Damage was reduced from 80% to 66%.
10% chance for direct damage spells to land for full until the chance to resist the spell is <=10%
5% chance to land any spell
No heart beat ticks with Root in PvP.
No Partials from Root and Snare (?).
Resist rates on Root and Snares are increased in PvP.
There is a chance to break root from melee. The chance for root to break is equal to 20% of the damage dealt.
Exclusion to red99:
Added a 5% per attack reduction in channeling chance.
First the "Added a 5% per attack reduction in channeling chance." should be removed.
The 5% add up per attack and that makes this very overpowered and since melee push works on this server. Well i see no reason for it to be in.
You can be interrupted standing in a corner getting hit with a 2h weapon. Should not be the case.
Next "10% chance for direct damage spells to land for full until the chance to resist the spell is <=10%" We all know this needs to be changed or removed.
I like the partial system and its a good idea but we all know that right now wiz/mag/dru are very strong just because of the partial system alone.
You can not fully resist any nuke on this server and that is fine. But giving a 10% chance of a guaranteed 100% dmg nuke. Remove or balance in some way is very needed.
"5% chance to land any spell" This one is the one we all have come to love........
This needs to be removed because its applied to CC spells also. Ever had that WTF moment wen you get rooted or snared or even blinded with high mr? Well there you go.
Doesn't matter if you have 500 mr with this code because of the 5%.
Once you get 200mr + you should be basically unrootable imo. 0.?%
"There is a chance to break root from melee. The chance for root to break is equal to 20% of the damage dealt."
This is a nice thing over all with the current resist code but it may need to be look at if the resists a fixed up a bit and balanced out.
Also wanna ask you guys what you think about removing "Friendly Fire" as in removing guild members ability to attack one another.
This will make some classes spells and ability's useful and both PvP and PvE.
The classic AE group setup cant really work here because of the current system.
Feedback and ideas please :P
Bombfist
01-30-2013, 07:23 AM
Playing on vztz thomas if you want, just thought i'd say hi best internet friend.
AffEcT
01-30-2013, 07:29 AM
Playing on vztz
Dam son! Come play with us here. Thriving!
Bombfist
01-30-2013, 07:54 AM
fuqdat
Dullah
01-30-2013, 08:02 AM
First the "Added a 5% per attack reduction in channeling chance." should be removed.
The 5% add up per attack and that makes this very overpowered and since melee push works on this server. Well i see no reason for it to be in.
You can be interrupted standing in a corner getting hit with a 2h weapon. Should not be the case.
I have people channel thru my dual 1 hander attacks all the time, so its far from a guaranteed interrupt. Push is a classic mechanic. On rallos zek, no one could cast thru my epic monk if I was hitting them when they started casting. Not even fast cast spells. You have to kite melees around, corner cast, or utilize z axis. Its just the way it is.
Concerning interruptions in a corner, I cast in corners just fine. Other than bash, I dont recall getting interrupted while wedged in a corner. Perhaps you were levitating. Levitation can cause you to be moved if someone gets underneath you.
AffEcT
01-30-2013, 08:09 AM
Exclusion to red99:
Added a 5% per attack reduction in channeling chance.
There is nothing classic about this. I know you playing a 60 rogue and for you this is an awesome piece of code.
You did understand what i was talking about right?
If a caster is in a corner you can not melee push him and so he should not get interupted by melee unless he gets stunned with a bash or kick (warior).
Smedy
01-30-2013, 08:15 AM
OP has a point also bombfist should stop being a loser over at vztz and come over here, were thriving dog shit's classic and we ain't even mad no more
Dullah
01-30-2013, 08:48 AM
There is nothing classic about this. I know you playing a 60 rogue and for you this is an awesome piece of code.
You did understand what i was talking about right?
If a caster is in a corner you can not melee push him and so he should not get interupted by melee unless he gets stunned with a bash or kick (warior).
I was under the impression that 5% chance to prevent channeling simply meant 5% chance to push (which can prevent channeling).
I'm pretty sure thats the way its supposed to be. I know, for instance, you can't interrupt the cast of a runed caster, because runes prevent push. If this mechanic worked as you describe, my melee attacks would interrupt runed casters regardless, and this is not the case. Likewise, you can hit a player thats rooted all day, and they will channel through it. If the system worked as you described, this mechanic would prevent that.
Would be nice to get some clarification on this.
Bombfist
01-30-2013, 08:55 AM
OP has a point also bombfist should stop being a loser over at vztz and come over here, were thriving dog shit's classic and we ain't even mad no more
I'll see if shit has changed man and i'll play if it has, hitlers regime wasn't really for me.
AffEcT
01-30-2013, 09:06 AM
Well the code has nothing to do with p99 or everquest really.
It was added by null for this server only from what i can tell.
Melee push should interrupt but an added 5% from just hitting the target no.
So ignoring the melee push, dual wielding 4 attacks hit. 20% next round 4 40% + kick/backstab 5% and with even just worn haste attacks are very fast with 1h weapons.
Almost 50% interrupt chance from 2 combat rounds and that is ignoring the melee push. See any problems here?
We are looking at a very very very high % of interrupt if not 100% on a long cast spell. And most spells in classic worth casting have a long cast time.
So no this should not be in because its not balanced at all. Its bullshit.
Its custom code that just tips the scales. Heavy shiiiit :P
Rettii
01-30-2013, 11:18 AM
I have people channel thru my dual 1 hander attacks all the time, so its far from a guaranteed interrupt. Push is a classic mechanic. On rallos zek, no one could cast thru my epic monk if I was hitting them when they started casting. Not even fast cast spells. You have to kite melees around, corner cast, or utilize z axis. Its just the way it is.
Concerning interruptions in a corner, I cast in corners just fine. Other than bash, I dont recall getting interrupted while wedged in a corner. Perhaps you were levitating. Levitation can cause you to be moved if someone gets underneath you.
Well the code has nothing to do with p99 or everquest really.
It was added by null for this server only from what i can tell.
Melee push should interrupt but an added 5% from just hitting the target no.
Its custom code that just tips the scales. Heavy shiiiit :P
Nirgon
01-30-2013, 12:48 PM
The channeling thing was added because we casters could channel through almost anything if we didnt get bash stunned. It was necessary to make it more classic.
Pudge
01-30-2013, 01:41 PM
Melee push doesn't work on players here. Only NPCs. That's why they added that code
Nizzarr
01-30-2013, 01:41 PM
ITT, casters with unresistable spells whining about melees 5% chance to interrupt.
I think ill make a thread about t-staff stuns not lasting long enough.
Nirgon
01-30-2013, 01:43 PM
Luckily for the melees this was added. It does need to be marked for a revisit regarding player push.
No one fixing any code here bros
Tomatoking
01-30-2013, 01:46 PM
ITT, casters with unresistable spells whining about melees 5% chance to interrupt.
I think ill make a thread about t-staff stuns not lasting long enough.
ill admit spell resists make resist gear not as effective and wizards need a tone down but in the classic / kunark / velious era of live they were gods.
i was able to gate from nizzar as a 52 cleric several times no problem and bronkus + other monks with no interrupts
i was happy about this but when i played huggies i never interrupted shit and i got smoked like a nug of purp at northwest's house
Nirgon
01-30-2013, 01:51 PM
It feels way more classic than before is the thing.
This issue, before the change, was a glaring point for me much like current resists. It needed at least a solid push to make it at least "more classic like" and it got one. We can of course revisit and perfect with implementing players getting pushed by other player damage, potentially not the hardest change to make.
Resists need the same, just a quick and firm push to make them closer to classic until more efforts can be devoted to them.
Or, what Nilbog suggested to me could happen, which would be awesome.
Graahle
01-30-2013, 01:51 PM
ill admit spell resists make resist gear not as effective and wizards need a tone down but in the classic / kunark / velious era of live they were gods.
i was able to gate from nizzar as a 52 cleric several times no problem and bronkus + other monks with no interrupts
i was happy about this but when i played huggies i never interrupted shit and i got smoked like a nug of purp at northwest's house
You sip purp/lean/Texas oil/etc.
Confirmed not from Houston.
AffEcT
01-30-2013, 02:06 PM
ITT, casters with unresistable spells whining about melees 5% chance to interrupt.
I think ill make a thread about t-staff stuns not lasting long enough.
Take a look at the post retard, the interrupt code was just one of the issues.
Nizzarr
01-30-2013, 02:09 PM
Wizards in classic were shit -- We're talking about a small timeframe here 1999-first quarter of 2000. Ice comet would be commonly fully resisted at 75 cold resist. Conflag was similar with ~75 getting real good partials or completely resist it.
Wizards got better in kunark/velious, draughts were still easily resisted but they got access to lures which landed all the time and made them tough opponents.
You guys got a twisted memories of getting nuked, probably because you were playing on rz and had all your gear bagged.
AffEcT
01-30-2013, 02:13 PM
So you want the "classic" PvP resist i take it?
Nizzarr
01-30-2013, 02:42 PM
So you want the "classic" PvP resist i take it?
Sure do. You should also, necros were god back then. Theyre shit with this current resist system. The wizards were alright, the druids were only stacking winged death/drifting on people, they'd still use nukes on people 8 levels lower and thatd work. Mages werent that good, but they had unresistable malo and could land spells after that.
All the melees were much better than they are right now.
I'd also take the classic level resist adjustement. If you were lower level, you couldnt land shit on people 4+ level higher. Levels were king, then gear.
Talking about resists seems like beating a dead horse though. This will probably never change.
heartbrand
01-30-2013, 02:54 PM
Take a look at the post retard, the interrupt code was just one of the issues.
Reading Comprehension Failure, luckily I tutor this section for the LSAT and can assist you in locating arguments / viewpoints / logical reasoning, etc. Just ask Xantille about my services.
Nizzarr
01-30-2013, 02:54 PM
Those classic resists made large scale pvp fights last forever, which by definition made the skilled players shine more. I dont see much skill in assist trains and having everybody(even clerics!) nuke someone dead because they didnt have 200+ in every resists.
Those t-staff procs/assist trains wouldnt be as deadly -- the reasons why everybody whine about the 12 seconds stuns is that everything lands for full and you die. If you had decent resists(~100 in everything) back then, youd probably survive an assist train with one druid healer healing you.
edit: im just derailing from the OP but w/e, dont care. this need to be said once in awhile
Stasis01
01-30-2013, 03:05 PM
I don't get rooted much now that I'm like 170 MR unbuffed - but that shit hurt the population more than anything in classic IMO.
Nirgon
01-30-2013, 03:14 PM
Nizzar is pretty on point, esp with how necros are doing here vs wizards.
A skilled necro in his (risked!!!) full resist gear with deflux was fucking hideous to deal with for my wizard on live, even without a pet.
However, a "naked caster" version that you all stupidly fear so much, was ice comet + draught gib bait and some laughs (fyi: right now, you're pretty much screwed anyways and in this boat with this system).
You will all enjoy PvP so much more, you are just terrified of things you've conceived in your head or are just trying to defend something you think is an advantage right now. Sure you're helping yourself out 1v1 making root+snare the flavor of the month or making sure all your nukes always hit for full... but in group PvP you are screwing yourself over royally as a caster.
Nirgon
01-30-2013, 03:22 PM
Should also be 4 levels only, or at least do something like that 51+ where 51+ players are considered differently. Shit would be a mess :p.
Cwall 52.0
01-30-2013, 03:40 PM
I don't get rooted much now that I'm like 170 MR unbuffed - but that shit hurt the population more than anything in classic IMO.
wearing nothing but MR only gear so that you can resist roots MOST of the time sounds fucking awful to me
KabanazyTZ
01-30-2013, 03:40 PM
Kunark era wizards got a bit better. While I agree they were nothing compared to what they are on here they weren't lacking for power whatsoever. On Tallon Zek you couldn't port into a wizzy spire without Lightadam (60 wiz) or Quiknuss (60 rog) having you more than half dead before the zone popped.
runlvlzero
02-01-2013, 05:37 PM
wearing nothing but MR only gear so that you can resist roots MOST of the time sounds fucking awful to me
Grats on finally hitting level 52 noob.
Cwall 52.0
02-01-2013, 06:25 PM
i'm not even level 52
what are you talking about
runlvlzero
02-01-2013, 06:40 PM
Your forum-quest level. Derp.
No one fixing any code here bros
^
Wizards in classic were shit -- We're talking about a small timeframe here 1999-first quarter of 2000. Ice comet would be commonly fully resisted at 75 cold resist. Conflag was similar with ~75 getting real good partials or completely resist it.
Wizards got better in kunark/velious, draughts were still easily resisted but they got access to lures which landed all the time and made them tough opponents.
You guys got a twisted memories of getting nuked, probably because you were playing on rz and had all your gear bagged.
Need to change rules imo; one death = full loot and player deletion, bank is shared by all toons on account.
watbab
02-03-2013, 04:04 AM
Kunark era wizards got a bit better. While I agree they were nothing compared to what they are on here they weren't lacking for power whatsoever. On Tallon Zek you couldn't port into a wizzy spire without Lightadam (60 wiz) or Quiknuss (60 rog) having you more than half dead before the zone popped.
Holy shit. Those names conjured some serious nostalgia.
Smedy
02-03-2013, 04:43 AM
playing a pure melee on this server is horrible, root landing all the fucking time and no channeling skill will annoy the fuck out of you
getting anywhere above 130 mr without being in top dog guild isn't possible, also losing 1-2 hours of experience when dieing in pvp isn't really giving the underdog at lower levels any advantages.
good luck out there pure melees, shit's rough and unclassic as fuck
Tippett
02-03-2013, 05:24 AM
They kept braid farming classic, all that really matters.
Getting 2/6 rooted @ 197 MR not a big deal really, we can let that slide.
Smedy
02-03-2013, 09:47 AM
They kept braid farming classic, all that really matters.
Getting 2/6 rooted @ 197 MR not a big deal really, we can let that slide.
truth
Nirgon
02-03-2013, 05:20 PM
Helps Nihilum (terrible pvpers), good for server
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