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  #61  
Old 11-01-2011, 03:45 AM
Bkab Bkab is offline
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Quote:
Originally Posted by Tamiah2011 [You must be logged in to view images. Log in or Register.]
Well moron, why don't you explain it since you know how it works.And stats have NOTHING to do with resist system bright one.
Haha so you're that idiot mage Osko that I killed in QH on Jiim trying to hide behind guards.. classic. You're terrible at pvp btw. My FR was also 140, and i'm not the one who said stats had anything to do with resists you inbred, however I believe you did on the first page of the fire, cold, magic resist thread.


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Originally Posted by Tamiah2011 [You must be logged in to view images. Log in or Register.]
Think i said this the first day I played after patch and refused to play intill resistance were fixed, I had a sk resti everyone of my 49 lvl DDs and pet could not even root him.I have 148 int and still total restis.
EDIT: Almost forgot this other gem you posted

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Originally Posted by Tamiah2011 [You must be logged in to view images. Log in or Register.]
The resti are set way to low and should be raised.A 50 lvl caster should not be resti. 4 times with a 49 lvl spell.unless you have 250 MR you should not be resti. a 49 lvl spell 4 times in a row...And my pet root could not root the player at all.
So according to you, with 249 MR you should still at level 50 be able to land the majority of your MR based spells and mage pets root should also land the majority of the time? Nothing you say makes sense, and it's not just because your english blows. It's because you have NO idea what you're talking about, so shut the hell up and let the people who do deal with it.

Stop posting and crying about resists. It will never be perfect, and the way they are right now really isn't as bad as people are making it out to be. It's much better than what it used to be, and getting resists to where they are right now is going to take a while to get all the resist gear most people have.
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Last edited by Bkab; 11-01-2011 at 03:52 AM..
  #62  
Old 11-01-2011, 03:19 PM
Greenkrak Greenkrak is offline
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lvl 49 Warrrior with 102mr

paladin stun would land almost 70%+ of the time

maybe 50%(or more) of SK Snare would land.

Root/Snare would land maybe 15% but usally only last a few tics.

Also had a bard testing mez and with 102 mr they could basically keep me chain stunned with their single target mez/stun spell.



Im thinkin that stuns shuld be among the easier things to resist, maybe along the 15% land rate. Anyway thats whatsup.
  #63  
Old 11-01-2011, 06:50 PM
Authority Authority is offline
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Stuns are def landing too often, even with over 200 mr, they land most of the time.
  #64  
Old 11-01-2011, 08:13 PM
Null Null is offline
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I have some changes coming with regards to the way that partials are handled. So hold feedback until after the next patch my dregs! Put any effort you want to put into testing this, into testing melee. Make sure to record your AC and ATK along with class and level.

Thanks!
  #65  
Old 11-01-2011, 10:07 PM
Greenkrak Greenkrak is offline
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<MELEE THING>

why no MAX dmg hits on people sitting down?



i was only 14 in '00 when i played classic pvp BUT i do remember that being classic as fuck.



Pretty sure if u had dubleattck u did 2x Max damage as well.


Currently not in place on red99
  #66  
Old 11-01-2011, 10:10 PM
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Quote:
Originally Posted by Greenkrak [You must be logged in to view images. Log in or Register.]
<MELEE THING>

why no MAX dmg hits on people sitting down?
It was in the pre-beta code but it got lost in one of the mergers, ill make sure to get it back in there.
  #67  
Old 11-02-2011, 01:22 AM
Toomuch Toomuch is offline
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People seem to have really super biased memories... I guess including me. I seem to recall full resists on nukes more frequently than the minimum chance to resist. If a skilled melee had resist gear like a boss, and could manage to stay on their target, pure casters ran from them, straight up (with the exception of lures/taps if they had the skill and mana to take 'em down). Mages, for 1, didn't stand a whole lot of chance, unless they got some absurdly lucky shots in, which I do remember happening to me as well, more often than I would have liked, but probably just as much as is/was fair. Key words to note there "whole lot of chance".... there was still that chance of landing a big blast. My point here: As far as nukes go, I don't recall ANYTHING being guaranteed if you were at, above, or below a certain X number of resists, it was more random than that. Resists obviously helped a TON, but there was always a dice-roll at play when a nuke was going off. This system was often brutal for either the caster or the castee, but that's how EQ was, wasn't it? I think our system should be a little more like that - Nothing Guaranteed. Again, this is just how I remember it, I could be wrong (both on how it was and how it should be).

In short, I remember there seemed to be more chance of a broader range, including a chance for full dmg, and full resists. Damage was spikey and not 100% predictable. Resists obviously helped immensely, but didn't guarantee anything. That's what made nukers the threat they were, because if you weren't geared with resists, you were hosed. If you were geared, you sometimes still got hosed, because that's how the dice landed.

This becomes tricky, and I don't want to be biased on either side, because I want to play both a melee and a caster on this server. Melee seems pretty good (good as in functioning correctly) right now, in my opinion. If damage is increased for casters though, I think matching those damage percentage increases to the % reduction of landing CC spells Would be in order, otherwise casters will just wtfpwn pure melees, because CC spells are landing, even with very high resists. Even factoring in the reduced duration of CC spells, any 1 landed CC spell strips SoW. People counter with "Duh, use sow pots". I won't be able to afford that many sow pots, nor will I have the bag space for 7 bajillion of them I'd need for any time I encounter anyone with any snare or root, that would just be ridiculous. Pure melees can count on being kited by sowed casters/hybrids if CC (albeit short) lands this much. Make it land a little bit longer (not TOO much, the reduced duration was a good change) if that seems in order, just not so friggin' much!

SUMMARY: I like what has been done with our system, a lot of real thought and hard work has gone into it. I suggest a few small tweaks, and see how it balances out:

1. Slightly increase the % chance for full damage nukes somehow, as well as slightly increase the chance for full resists. I recall this seemingly scaling with resist gear, although the chance was always low. At any rate, the point of these changes would be to make the damage a little more "spikey", which is how I remember it, and how it is and was a difference maker. Spike damage is what lands kills and changes momentum. Linear/avg damage is not where it's at, and it's not Classic EQ in my opinion.

2. Very slightly increase the minimum damage for non-resisted nukes. This might not be needed if the above is done correctly, because spike damage = kill damage.

3. CC's seem to land just a wee bit too often, but are also a wee bit too short. It's too streamlined, too average. IMO, reduce the both amount they land just a little bit, and increase their duration or possible duration, both of these by just a little bit, and see how it stacks up for the different match-ups of melee vs casters, melee vs hybrids, hybrids vs casters, hybrids vs hybrids, casters vs casters.

4. If CC is going to continue to land this easily, I feel it should not strip SoW. That's a huge role for dispellers (where chanters and bards get a chance to shine) that's just simply pushed aside by anyone casting a root/snare.
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Last edited by Toomuch; 11-02-2011 at 01:45 AM..
  #68  
Old 11-02-2011, 02:15 AM
Darwoth Darwoth is offline
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the current chance for a full resist (minimum hit) at a paltry 120 resistsance is 60%, dont think that the chance for more of those needs increasing.

should probably play some at the levels being discussed before stating what you think should or should not be changed.
  #69  
Old 11-02-2011, 04:36 AM
Null Null is offline
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Quote:
Originally Posted by Darwoth [You must be logged in to view images. Log in or Register.]
the current chance for a full resist (minimum hit) at a paltry 120 resistsance is 60%, dont think that the chance for more of those needs increasing.

should probably play some at the levels being discussed before stating what you think should or should not be changed.
It's 61% at 200 and 41% at 120 just fyi.
  #70  
Old 11-02-2011, 07:23 AM
Darwoth Darwoth is offline
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Originally Posted by Null [You must be logged in to view images. Log in or Register.]
It's 61% at 200 and 41% at 120 just fyi.
maybe so, either percent is to much.

and doesnt take but a couple bad rolls to make it 60%, first string of 20 worked out to 40% the other 60% with the average damage of the 40% string being 180 and the other 145, at 200 resistance or even 150 the average damage is probably so low as to be only marginally above the minimum as well given that at 120 the highest i did on a non minimum was 300 with most being in the mid 200 range.

should be a lot more along the lines of 15% at 120 and 30% at 200 with the average damage being about 100 points higher.
Last edited by Darwoth; 11-02-2011 at 07:30 AM..
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