Project 1999

Project 1999 (/forums/index.php)
-   Bugs (/forums/forumdisplay.php?f=6)
-   -   Spells: Lifetap resists (/forums/showthread.php?t=179088)

drelk001 01-25-2015 01:37 AM

Lifetap resists
 
IIRC NPCs couldnt resist lifetaps, on P99... they can.

gnatch 01-25-2015 09:34 AM

http://www.project1999.com/forums/sh...60&postcount=1

Quote:

Ivandyr's Hoop
This item has caused an inbalance in the raid game, and as such we have made some changes. In addition to a global resist increase to all lifetap spells, Ivandyr's Hoop has had it's rarity slightly increased, it has had it's merchant value removed (it can not be sold or recharged to merchants), and it will be disabled in Veeshan's Peak. We will evaluate if further changes need to be made.

Bristlebard 01-25-2015 11:19 AM

Such a shame, too. Sure seems like just removing the click from the hoop and leaving lifetap resists alone would have been a much better way to handle the problem.

drelk001 01-25-2015 01:23 PM

thats bummer... not classic though

Nirgon 01-28-2015 07:47 PM

Quote:

Originally Posted by Bristlebard (Post 1757611)
Such a shame, too. Sure seems like just removing the click from the hoop and leaving lifetap resists alone would have been a much better way to handle the problem.


baalzy 01-28-2015 09:47 PM

Isn't it classic for lifetaps to not land on mobs +6 levels over you and on mobs that are 100% magic immune?

There are some mobs that shouldn't be resisting that are though (like Cazic).

w1zard 01-28-2015 10:33 PM

Quote:

Originally Posted by drelk001 (Post 1757696)
thats bummer... not classic though

raid scene wasn't as desperate during classic leading to these kinds of strategies either

wycca 01-29-2015 04:20 AM

Quote:

Originally Posted by baalzy (Post 1762193)
Isn't it classic for lifetaps to not land on mobs +6 levels over you and on mobs that are 100% magic immune?

There are some mobs that shouldn't be resisting that are though (like Cazic).

Classic had a change involving lifetaps at some point to work something like this. Prior to that lvl 20 necros could run around together burning down sand giants and such.

I don't think its fair at all to necros or sk's that these don't work just because of hoops.

Fix the lifetap code, nerf only ivandyr's to be like -0 or -50MR, un-nerf all others (including deadly). Honestly there's no reason the ivandy'rs tap can't just be a new spell with the same name but less of a resist mod.

kaev 01-29-2015 12:45 PM

Quote:

Originally Posted by baalzy (Post 1762193)
Isn't it classic for lifetaps to not land on mobs +6 levels over you and on mobs that are 100% magic immune?

There are some mobs that shouldn't be resisting that are though (like Cazic).

On live, the mob auto-resist when 6+ levels higher than player caster was(is?) vs. all spells and not specific to lifetaps. It apparently bothered the original devs deeply that a zerg of low level players might use lifetaps and druid dots to take down a high level mob.

I cannot recall there being an exemption for lifetaps vs. 100% MR mobs, they resisted everything that was magic based.

koros 01-29-2015 02:41 PM

They went through several iterations of code changes it seems.

My first char was a necro, and we definitely got 6 16-20 necromancers together and dropped sand giants in like, june 99. Probably the most fun I ever had in eq, but I digress. Lifetaps definitely didn't seem to apply the hard and fast level rule that other spells did.


All times are GMT -4. The time now is 10:06 AM.

Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.