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  #51  
Old 10-03-2019, 04:56 PM
Danth Danth is offline
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Originally Posted by Donkey Hotay [You must be logged in to view images. Log in or Register.]
However, as a devil's advocate, an extra hour per level per hybrid is not insignificant.
It's also wrong until, perhaps, very high levels. If we assume equal levels for a moment (remember level affects experience breakdown too, and quite often more), then in a typical group with a Monk pulling, maybe a Rogue, and a couple of INT casters (figure an Ench and something like a Necromancer or Magician) with a Cleric healing, the Paladin will be slowing that group's by roughly six per cent versus the same group having a typical Warrior tank of the same level instead. In return for that six percent the hybrid tank gives the group much superior aggro control and whatever other advantages he may bring. In order for that ~6 per cent to be an extra hour, you're looking at leveling times in excess of 15 hours/level. You can get there during some of the 50's slow levels (hello level 54!), but even then that extra hour is not proportionally a lot.

Penalties hurt more the fewer people you have, and the power-levelers are going to want to stay out of full groups as much as they can. If a Paladin wants to duo with a Barbarian Shaman, they have an average 125% level rate. If the Barbarian Shaman partners with a Barbarian Warrior instead, their joint level rate is about 104%, or saving them roughly a bubble of experience per level. That's a fair difference! This again assumes everyone involved is of equal level/experience, which in practice is not always (indeed, not usually) the case.

Danth
Last edited by Danth; 10-03-2019 at 05:20 PM..
  #52  
Old 10-03-2019, 05:13 PM
Donkey Hotay Donkey Hotay is offline
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Originally Posted by zaneosak [You must be logged in to view images. Log in or Register.]
. . . if you're lvl 30 you need a RIDICULOUS amount of mobs to ding in a full group of non hybrids even (approx 380 mobs that are level 28). If you change the WAR tank out for an SK it goes up to 411 mobs, that's like an hour at CE.
I was assuming this breakdown was true, which has the group needing 8% more kills (31) and guesses that to be an hour at CE, which sounded reasonable to me in bronze with a PGT or what-have-you. Perhaps the example was limited to specifically hell levels though, where I admit to confusion (the Mechanics page denotes 30 as a double hell level but lists the same modifier as 31-34).
  #53  
Old 10-03-2019, 05:13 PM
Vizax_Xaziv Vizax_Xaziv is offline
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The Hybrid players CHOOSE to play their class. Don't get snooty w me about min/maxing
  #54  
Old 10-03-2019, 05:16 PM
Chortles Snort|eS Chortles Snort|eS is offline
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Me boRn a troll Sk
Me no chose
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  #55  
Old 10-03-2019, 06:01 PM
deadlycupcakez deadlycupcakez is offline
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Originally Posted by Vizax_Xaziv [You must be logged in to view images. Log in or Register.]
Yes! Buy you'd also level FASTER if that SK was a different, non-hybrid Class!

It's an unfortunate situation. I'll certainly be missing out on meeting a lot of great players and cool people, but I simply WILL NOT be inviting any Hybrids to my xp groups. My time is a lot more valuable these days than it was 20 years ago and knowing that I'll be slowing my progress so significantly will detract from my enjoyment of the game.

For the most part Mage pets (especially Earth pets) can group-tank perfectly fine during Classic and Mages will be EVERYWHERE! In fact one can expect no-melee, all-pet-groups to be amongst the fastest/most-efficient levelers on the server!
I dont buy it - unfortunately sounds like rhetoric from a tr00 n00b. Are you applying the sciences of speed of kill with an SK vs the speed of kill with a warrior? How much slower is every mob?

If 30 mobs is an hour, the simple math makes it 2min per mob kill. I am not sure I believe that, maybe closer to 1 minute a mob, BUT how many more seconds of combat will it take to kill the mob with the DPS of a warrior vs an SK? How much more downtime is spent medding up after healing the ench/sham/wiz/rog who pulled aggro from the Warrior too soon rather than the pally blind/stun.

I just dont buy this player's trolling as the facts trying to be presented.
  #56  
Old 10-03-2019, 06:03 PM
zaneosak zaneosak is offline
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Quote:
Originally Posted by Donkey Hotay [You must be logged in to view images. Log in or Register.]
I was assuming this breakdown was true, which has the group needing 8% more kills (31) and guesses that to be an hour at CE, which sounded reasonable to me in bronze with a PGT or what-have-you. Perhaps the example was limited to specifically hell levels though, where I admit to confusion (the Mechanics page denotes 30 as a double hell level but lists the same modifier as 31-34).
I was confused by this chart as well. Once the hell modifier increases (1.0 to 1.1 in the case of lvl 29 to 30) thats the double hell, but after the modifier stays with the 1.1 continually that is the "new normal" if you will.... until it then jumps up to 1.2 for 35 where it repeats the cycle until the 50s, where every level becomes harder by the same degree but now its a different degree..... and then you see 51 the 54 and 59 modifiers jump in a different rate than the "normal" which constitutes double hell again. It's confusing for sure.
  #57  
Old 10-03-2019, 06:22 PM
Donkey Hotay Donkey Hotay is offline
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Quote:
Originally Posted by zaneosak [You must be logged in to view images. Log in or Register.]
. . . the modifier stays with the 1.1 continually [30-34] that is the "new normal" if you will.
That was my thinking as well. Mostly I was concerned with ruling out hell levels as being the only time a potential extra hour was at stake.

Quote:
Originally Posted by deadlycupcakez
If 30 mobs is an hour, the simple math makes it 2min per mob kill. I am not sure I believe that, maybe closer to 1 minute a mob . . .
It does seem long; I sense this is the primary variable in play. 45ish per hour might be more correct in which case we're back to the extra 30-40 minutes speculated early on in this thread. That's not so bad and probably is countered effectively by improved aggro and DPS, especially where CC is used on pulls.

So assuming some reasonable approximations of fact, one could safely invite an even or lower leveled hybrid. But should one ever invite two? I would have to say no although I might well take one in addition to a warrior.
  #58  
Old 10-03-2019, 07:13 PM
hillgiantchamp hillgiantchamp is offline
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Is there bonus exp for having a full 6 person group? I feel like that was a thing but I never see it mentioned.
  #59  
Old 10-03-2019, 08:16 PM
Vizax_Xaziv Vizax_Xaziv is offline
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Quote:
Originally Posted by hillgiantchamp [You must be logged in to view images. Log in or Register.]
Is there bonus exp for having a full 6 person group? I feel like that was a thing but I never see it mentioned.
Absolutely SHOULD be a full-group bonus. But, knowing the devs here, they'll neglect to implement it! (because it makes the game "easier")
  #60  
Old 10-03-2019, 08:49 PM
El-Hefe El-Hefe is offline
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Quote:
Originally Posted by Vizax_Xaziv [You must be logged in to view images. Log in or Register.]
Absolutely SHOULD be a full-group bonus. But, knowing the devs here, they'll neglect to implement it! (because it makes the game "easier")
When has that ever been their reasoning?
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