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-   -   Changes to NPC resists? (/forums/showthread.php?t=173469)

Malrubius 12-03-2014 03:57 PM

Yeah, definitely hosed up and not classic. I expect it will get adjusted back to where it should be soon enough.

Juevento 12-03-2014 03:59 PM

I dunno. When we were killing Draco, I had a hell of a time keeping an add rooted. Root seemed to break every 2 ticks or so. That happened 4 times in a row and then I died.

Dunno if classic but it should make things interesting.

Nirgon 12-03-2014 04:00 PM

Quote:

Originally Posted by Bboboo (Post 1700565)
Root/Mez/Charm/Tash would sometimes drop almost instantly.

Aside from tash, this is classic behavior.

I had logs from live I posted of Grobb guards getting rooted then instantly breaking.

I could solo mobs in seb blind folded on an epic wizard on either server on p99 before this patch. On live also with epic, I struggled to kill 1 mob with a full effort because root was so unreliable.

indiscriminate_hater 12-03-2014 04:12 PM

Quote:

Originally Posted by Erati (Post 1700524)
well consider the 255 resist cap we now have in place

your character approaches an NPC that has 100 resistance to magic.

In the old resist cap world, 100 resistance to magic is not really that much as resists could go upwards to 400+

However now that same NPC that has 100 resistance to magic suddenly has a much stronger base resist in the 255 cap world.

100/255 >>>>>> resist ability than 100/500

thats my uninformed un-developer un-coder logic at play

no idea if im off base or not

cap wouldn't change % chance to resist unless they changed the model as well

Halius 12-03-2014 04:25 PM

I was actually gonna post a thread about this because I am experiencing the same thing on my mage. Any nuke I throw at a blue mob is either resisted or only hitting for like 20% of max. Very rare now that I am landing a full nuke.

NegaStoat 12-03-2014 04:31 PM

Attempting to land a Snare from my druid on a target that is just barely dark blue to me is unreal. I'm going to give it a try with targets all day today, but so far this is NOT matching classic in regards to simply snaring.

kaev 12-03-2014 04:33 PM

Quote:

Originally Posted by indiscriminate_hater (Post 1700614)
cap wouldn't change % chance to resist unless they changed the model as well

I'm pretty confident (based on all the threads/discussion on the topic) that that was exactly the point of changing the cap, just as Erati described it. But that change was for player resists, not NPCs.

I've no clue if Haynar revamped NPC resists also. Are you sure this isn't just the same as the old classic "OMG they nerfed jboots!!!! QQ" that seemed to pop up every time some joker got run down by a SoW'd mob after a patch back in the good old days on live?

shamanredux 12-03-2014 04:40 PM

Quote:

Originally Posted by maestrom (Post 1700520)
The changed drop rates on all of the gear you want AND they changed exp to more classic (slower) rates.

Standard for every patch.

I understand what you're getting at, but I'm honestly not the type to whine and complain about silly and/or imaginary stuff. :)

It really seems like there's something wrong with it.

iruinedyourday 12-03-2014 05:04 PM

I am not having any problems so far.

Fregar 12-03-2014 05:28 PM

I notice an increased resist rate on my 42 wiz too.

Some mobs that posed no problem before patch (hill giants) now require close to a full mana bar, sometimes more o.0

Also, fleeing speed when unsnared seems unreal.


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