Project 1999

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-   -   Spells: Veeshan's Peak AEs - Incorrect Resist Checks (/forums/showthread.php?t=215005)

Dolalin 10-13-2018 02:25 AM

I do find it amusing that this thread was even bumped by Sirken and still gets ignored. It must have been voted down internally or something.

I can see an argument for leavings things as they are to avoid trivializing the raid game on a very mature late-Velious server. But for a new server they should be fixed.

Pringles 10-14-2018 11:49 AM

Seems they tried to balance PC getting off spells on mobs but neglected to fix the resist soft caps.

10/08/2001

> *** Magic System Changes ***
>
> There is a more detailed explanation of these changes posted on our Developer's
> Corner. Please visit there for more details (either at www.everquest.com or
> http://boards.station.sony.com/ubb/e...n/Ultimate.cgi). Here is a
> summary of the changes:
>
> - The level-based spell resistance bonus inherent in super-high level NPCs has been
> reduced significantly.
>
> - Several NPCs have had their resistances reduced. Each of them was examined
> carefully, and resistances changed as seemed appropriate. For some of these NPCs
> other things were changed as well to compensate for their increased susceptibility to
> spells, such as armor improvements or perhaps greater hit points, if needed for that
> NPC.
>
> - NPCs that were highly magic resistant in order to make them immune to certain
> spells can now be given specific immunity to those spells. This means that they can
> be made immune to critical spells, as intended, and still be generally less resistant
> to magic. Players will receive a message similar to the one that is already given
> for Mesmerization spells when they cast a spell on an NPC that it is specifically
> immune to.
>
> IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune
> to spells that they were not already immune to. Many NPCs that were previously
> immune to spells due to their high innate resistance to magic have had that
> resistance reduced and specific immunities added. So if you see an immunity message
> after attempting to cast a spell on an NPC that you hadn't seen such a message from
> before, understand that the NPC was already immune to that spell before due to high
> resistances, and the only difference is that it now has lower resistances in general
> and specific spell immunity (which is why you are seeing the message).
>


Despite them saying later that they haven't yet addressed the spell classes, this looks
like a big fix for the end game casters. Course it -might- be a nerf, if those supposed
immunities were previously capable of being overcome via high level Tash/Malo combo
resist debuffs... but it looks like it was aimed at Uber mobs that really weren't
castable on whether this was attempted or not.[/QUOTE]

https://groups.google.com/d/msg/alt....I/c9VhtxqjhboJ

Quote:

** Resistance Changes ** 9/24/02

We've made some fairly drastic changes to the way the spell resistance
system works. Previously, there was only the smallest benefit to having
resists over a certain value. We've reworked resistance in its entirety,
completely replacing the old system with one that is more logical.

The idea behind the changes is pretty simple: Resists should matter in a
way that makes sense.

Important things to note about the new resistance system:

- Resists matter more for PCs. There are now tangible differences between
having 50, 150, and 250 in a given resistance, for example. Resistance
buffs, bard songs, and resist gear have actual value, all the way up the
line.

- Conversely, resistances also matter more for NPCs. Some NPCs became more
vulnerable to things they have always been vulnerable to, other NPCs became
more resistant to things that they were inclined to be somewhat resistant
to.

- Resistance debuffs should also have more value, all the way up the line.
For the first time, resistance debuffs now have the ability to bring NPCs
that were lure-style only down into the range of being hit by normal spells.

- 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.

- Overall, against NPCs that have medium-to-high resistances of a given
type, expect to see more full hits, fewer partials, but more full resists in
the new system. Taken over time, the damage done by PC casters to semi-high
resistance NPCs should be approximately the same, but will definitely
improve when the proper debuffs are applied (we wanted to make sure that
this did not turn into a universal nerf of casters).

We look forward to seeing how these changes play out in front of a larger
audience.

Pringles 10-14-2018 08:25 PM

Quote:

Originally Posted by Dolalin (Post 2792511)
I do find it amusing that this thread was even bumped by Sirken and still gets ignored. It must have been voted down internally or something.

I can see an argument for leavings things as they are to avoid trivializing the raid game on a very mature late-Velious server. But for a new server they should be fixed.

Alunova doesn't deal much with the project anymore and this area is his bag so not necessarily.

Synthlol 07-29-2019 06:22 PM

The only hard evidence (which has been provided by Daldean) supports the AE spells of the VP dragons (Diseased Cloud, Chaos Breath, Mesmerizing Breath, Stream of Acid) should lack any sort of lure mechanic prior to the 2002 resist overhaul.

Bump.


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