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  #21  
Old Yesterday, 07:18 AM
Kalman Kalman is offline
Kobold


Join Date: Jan 2011
Posts: 179
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Part 2: The Optimized Paladin - Dungeon Fun (Sessions 3 & 4)

Goal: Secure guaranteed high-value items and use the left time on long camps.
Time Elapsed: 13 hours 1 minute, 23 hours 59 minutes total

Session 3 (3:03h): Setbacks & The Great Shield

This session started with a crushing disappointment but ended with a key Paladin tanking item.
  1. Karg's Cruel Joke: When I logged in I found Karg Ice Bear up! He wasn't wielding his fabled two-hander, so I was celebrating finaly getting his Cloak of the Ice Bear. To my surprise and also annoyance, he dropped the Gigantic Zweihander on his corpse anyway, confirming that the visual was misleading. Cloak attempt failed.

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  2. Guaranteed Tank Item: Learned from the failure and pivoted to a guaranteed win. Ran south through the Karanas to Rathe Mountains and paid the iron price for Marr's Promise (AC 14, HP +25).

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    That's what Tabien the Goodly deserves for following the wrong gods!
  3. Dreaded Guk: Took a shot at the Ghoul Savant in Lower Guk for the Enameled Black Chestplate (EBCP), but after a few rounds, I couldn't stand the camp anymore and loged for the session. Camping an EBCP might be too much RNG to justify the time in a 24-hour challenge. I did snag a Sewn Evil Eye Sack during the camp however. A crucial quality-of-life win.

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Session 4 (9:58h): The Final Push

The longest and most intense session, defined by bravery and force of will.
  1. EBCP Loss Confirmed: After a few more PH kills, I fully abandoned the EBCP camp. Time for the deep dive.
  2. The Travel Window: Took the Barrel Barge (Oasis > Timorous Deep > Overthere) to get to Kunark. This was a long window but necessary.
  3. Kunark Accessory Push (Droga): In the Temple of Droga, I found my first high-value Kunark items: 2x Rings of the Rockchanters (4 AC, +3 WIS, +3 Stam) from Goblin Rockchanters. Crucial stat boosts for Paladin spell and tanking utility. A bit less points wise than Jagged Bands, but a much faster camp and time saved not having to run to Unrest.
    IIRC I only had to kill 2 Goblin Rockchanters to get both rings. Great efficiency!

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    I also killed Stonechanters which can drop a Ring that gives +3 Str instead of Sta.
  4. Kunark Accessory Push (Warsliks Woods): Executed a perfect two-pronged farming strategy on the Iksar Bandit camp at Y-Roads and three smaller Goblin Camps north of it. After one or two rounds Grachnist the Destroyer spawned and dropped the jackpot: Iksar Scaled Gauntlets AND the Shrunken Goblin Skull Earring. What an amazing find for a 24h Challange!

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  5. Cutting a Loss (Targishin again): Ran to Field of Bones. Targishin was no where to be found. Potentionaly killed by another player. Rather than stay and search for him or wait for a respawn, I immediately rerouted — no time wasted on dead camps.
  6. The Shortcut: After a quick banking run to Firiona Vie I took the boat to Timorous Deep and swam to the Pot Room, where I took the Pot to Greater Faydark.

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  7. The Trust in Steel: I quickly bought a Steel Visor in Kelethin and Steel Plate Boots in Felwhite.

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  8. Final Faydwer Assault (Mistmoore): After securing those minor upgrades from the vendors, I returned to Mistmoore with roughly 5 hours left. The final rush:
    • I moved into the Castle through the back door and found the Avenging Caitiff up again. He dropped his Crested Helm which is a nice item but wasn't an upgrade to my Coif.
    • I started to camp the Spa and cleared the Fountains once. Since a level 40 Paladin showed up in the Gardens I gave up on the Damphyre camp and focused on the Spa and the Throneroom.
    • After several rounds neither Lasna nor the Princess had spawned. I had only about one and a half hour left and it started to look grim.
    • Since the other Paladin had left and time was running out I gave up on the two ladies and switched to the more promising Dhampyre camp.
      While staying at the Fountains I noticed the casting messages of Lasna in the chat window. I quickly made my way up the castle to kill her.

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      To my surprise she dropped her rare Platinum Skull Ring. While I was looking for her Diamondine Earrings her Ring was still a good upgrade.
    • I returned to the Fountains to kill the Dhampyre PHs. The clock was ticking and I calculated that Dhampyre would be up 2 mins for a last time before my 24h ran up.
      He spawned and dropped the highly desired Hooded Black Cloak!

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  9. The Finish (23:09): I ran back to Kelethin for the final tally. I used my spare Platinum to purchase a Steel Breastplate, 5 minutes after my time was oficially up for the aesthetic and to give me 1 more AC over the Blackened Alloy Coat. I decided to let this count despite being 5 minutes over!
Last edited by Kalman; Yesterday at 07:22 AM..
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  #22  
Old Yesterday, 08:22 AM
Kalman Kalman is offline
Kobold


Join Date: Jan 2011
Posts: 179
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Part 3: The Final Score, Analysis, and Conclusion

Time Elapsed: 23 hours and 59 minutes of traveling and farming, or 24 hours and 5 minutes including the final shopping trip.
Goal: Exceed the utility and quality of Run 1's gear (1691 Points).

Final Score Calculation

The final result confirms the strategic route planing was a resounding success. I secured numerous key accessories that provide much higher stats than the gear of Run 1.

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Alligator Tooth Earring
Shrunken Goblin Skull Earring
Etched Iron Collar
Steel Mask
Blackened Alloy Coif
Ring of the Rockchanters
Platinum Skull Ring
Etched Iron Bracer
Etched Iron Vambraces
Iksar Scaled Gloves
Hero Bracers
Crested Spaulders
Steel Breastplate
Hooded Black Cloak
Blackened Alloy Girdle
Shin Greaves
Steel Plate Boots
Blackened Alloy Longsowrd
Marr's Promise
Bag of Sewn Evil Eye
Kobold Shaman's Pouch

Scoring Formulas:
Gear:
1 AC = 10 Points
+1 HP = 2 Points
+1 Mana = 1 Point
Primary Stats (Sta) +1 = 2 Points
Secondary Stats (Str, Dex, Agi, Wis) +1 = 1 Point
Main Resists (Magic, Cold, Fire) +1 = 2 Points
Secondary Resists (Poison, Disease) +1 = 1 Point

Weapon:
Damage / Delay * 250 = Base Score
Low Agro Proc (DD, DOT) = 100 Points
High Agro Proc (Debuff, Stun) = 200 Points

Utility:
Weight Reduction Bags: not quantifiable
Minor buff Clicky with unlimited charges: 50 Points
Major buff Clicky with unlimited charges: 100 Points

Total Stats: 141 AC, +115 HP, +20 Mana, +24 Str, +14 Sta, +3 Dex, +3 Wis, -5 Cha, +10 vs Magic, +14 vs Poison, +16 vs Disease, +6 vs Cold, +6 vs Fire, Grim Aura Clicky

Final Score: 1928

Final Analysis: Strategy vs. Luck

The final score of 1928 Points is a massive victory, not just for the points total, but for the higher AC and +HP of the final Paladin gear set. This represents a substantial 237-point improvement (14%) over the first run and validates the strategic shift to an efficient route.
  • The True Value: While the scores show a significant improvement the AC and HP gains make the final loadout group-ready to tank and survive unexpected damage, which was the ultimate goal of the challenge.
  • Accessory Domination: The final rush secured a truly elite accessory foundation, far exceeding Run 1:
    • Marr's Promise: Excellent AC/HP boost from a quick Old World target.
    • Shrunken Goblin Skull Earring: A classic item that anchors both offense and avoiding dispells.
    • Platinum Skull Ring: A huge, well-balanced accessory providing crucial HP and MANA.
    • Hooded Black Cloak: Excellent AC/HP/Str boost.
  • Tank Foundation Locked Down: The early acquisition of the powerful Blackened Alloy Bastard Sword and the Hero Bracer provided an offensive core that allowed for quick killing and a higher loot carrying capacity.
  • Efficiency Proved: The decision to cut losses on low-RNG items (like the EBCP and Grotesque Mask) and pivot to guaranteed quests (Hero Bracer) or high-reward targets (Cloaked Dhampyre) was the key to this score jump.

The challenge confirms that a 24-hour limit is enough time to get a suitable set of gear solo as a naked 60 Paladin.

***

Now that the Paladin "retired" from the challenge for the moment, I am looking forward to see others attempt the challenge. Especially with an entirely different class.
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  #23  
Old Yesterday, 09:04 AM
kjs86z2 kjs86z2 is offline
Fire Giant


Join Date: Jun 2019
Posts: 560
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very well done, appreciate a good sperg writeup
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  #24  
Old Yesterday, 02:53 PM
sammoHung sammoHung is offline
Kobold


Join Date: Jun 2023
Posts: 182
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Question: Have you tested this gear in group content? For a level 60, the AC / HP alone makes it seem like you'd need a lot of heals.

EDIT: not to disparage your work, this was a great read and very interesting.
Last edited by sammoHung; Yesterday at 03:02 PM..
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  #25  
Old Yesterday, 04:13 PM
cd288 cd288 is offline
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Join Date: Apr 2018
Posts: 4,478
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Meh IMO at level 60 if you're doing level appropriate group content, the mobs are going to be hitting hard and fast enough that I don't think it would make an absolutely massive difference. Plus it's a mix of CH & celestial healing anyway, plus close to max level buffs. You'd be fine
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  #26  
Old Yesterday, 07:27 PM
Kalman Kalman is offline
Kobold


Join Date: Jan 2011
Posts: 179
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Quote:
Originally Posted by sammoHung [You must be logged in to view images. Log in or Register.]
Question: Have you tested this gear in group content? For a level 60, the AC / HP alone makes it seem like you'd need a lot of heals.

EDIT: not to disparage your work, this was a great read and very interesting.
Thank you very much for your response and the interesting thought experiment.

No, I switched back to my real gear after run number two instead of taking the challenge further.

But I am sure that I would be able to tank any group content in KC easily with that gear and with a good group even in Old Sebilis.
The reason for this is that level matters more than gear.

I usually start to go to KC at level 52. At level 52 I had 1648 HP naked and now at level 60 I have 2059 HP naked.

With the twink gear I had on my Paladin at level 52 I had circa 2000 HP unbuffed.
With the gear from run 2 I had 2231 HP unbuffed at level 60.
So my HP at level 60 with mediocre gear is higher than it was at 52 with level appropriate gear.
My gear back then had about 159 AC. The set from run 2 has 141 AC.

Furthermore the higher level you are vs a mob, the more it misses you. So at 60 I would get hit less often than I did at 52.

That is why I have no doubt that the gear from run 2 would let me tank easily in a group in KC. Giving me the opportunity to get a set of Jarsath Scale armor, Deepwater Boots and a Baton of Faith.

Quote:
Originally Posted by cd288
Meh IMO at level 60 if you're doing level appropriate group content, the mobs are going to be hitting hard and fast enough that I don't think it would make an absolutely massive difference. Plus it's a mix of CH & celestial healing anyway, plus close to max level buffs. You'd be fine
I think so as well. Especially since the premise was getting the gear to do KC and Old Sebilis. Those zones don't require raid gear with a level 60 toon.
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