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Old 10-31-2011, 10:51 AM
Sprinkle Sprinkle is offline
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does not matter really the basic dmg of high end nukes is just too fucking low

they just making a melee zerg server
  #2  
Old 10-31-2011, 01:19 PM
Sprinkle Sprinkle is offline
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only way you should be resisting nukes in the way people are here with 200 resist

is if you had 550

its obviousley not possible to get past 300 till vex thal ,

and you wont touch 400 till psalm of veeshan and elemental gear

but point being

at around 200 on classic you become a god

and thats wrong

new win class of r99 = SK

roll em out ogres n trolls ready to
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Old 10-31-2011, 01:31 PM
Knuckle Knuckle is offline
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Quote:
Originally Posted by Sprinkle [You must be logged in to view images. Log in or Register.]
only way you should be resisting nukes in the way people are here with 200 resist

is if you had 550

its obviousley not possible to get past 300 till vex thal ,

and you wont touch 400 till psalm of veeshan and elemental gear

but point being

at around 200 on classic you become a god

and thats wrong

new win class of r99 = SK

roll em out ogres n trolls ready to
I hate to continually reference this guide, but this is a velious era PVP Guide written in 2002-03 by one of the best PVP rogues on TZ. Look at what he has to say about resists
http://www.thesafehouse.org/forums/s...ead.php?t=2872
Gear
If you have the prescribed weapons, you are most of the way there. Keep your PvE set of AC/HP gear current and it will do for melee classes. Keep a set of resist gear and wear it constantly. Mix your gear up depending on who you are going to fight, by default wear your resist gear. It is best if your AC/HP gear counts as resist gear as well. A proper list of available resist gear is amazingly long, simply search on any EQ info site. To vaguely get an idea of which item you should wear, sum the total amount of resist it has and compare, giving proper weight to more important resists as needed.

Recommended Resists by Order of Importance:
1. Magic: 160-180+ (minimum 140) At this level it is exceedingly rare to be snared/rooted but it occasionally happens when tashed/maloed. Most magic DDs will be resisted totally or partially. Normal mezzes should be resisted.
2. Heat: 140-180+ (minimum 120) Many classes use fire, and it hits hard.
3. Disease: 130-160+ (minimum 100) Most useful against Pox of Bertoxxulous. Pox will stick a good bit at 80 and the surrounding range. Insidious Malady is highly difficult to resist and will decrease disease resist by a lot. It takes 2 charges of SHM cure disease potion to cure and is fast casting. PoB takes 2 charges as well.
3. Poison: 120-140+ (minimum 100) Most useful vs. Envenomed Bolt (ebolt) and Bane of Nife. Same success rate as PoB, perhaps a little lower.
3. Cold: 120-140+ (minimum 100) Not used very much. Shaman nukes and bracer mostly, occasionally druid, rarely wizard.
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Old 10-31-2011, 02:18 PM
Tamiah2011 Tamiah2011 is offline
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Quote:
Originally Posted by Knuckle [You must be logged in to view images. Log in or Register.]
I hate to continually reference this guide, but this is a velious era PVP Guide written in 2002-03 by one of the best PVP rogues on TZ. Look at what he has to say about resists
http://www.thesafehouse.org/forums/s...ead.php?t=2872
Gear
If you have the prescribed weapons, you are most of the way there. Keep your PvE set of AC/HP gear current and it will do for melee classes. Keep a set of resist gear and wear it constantly. Mix your gear up depending on who you are going to fight, by default wear your resist gear. It is best if your AC/HP gear counts as resist gear as well. A proper list of available resist gear is amazingly long, simply search on any EQ info site. To vaguely get an idea of which item you should wear, sum the total amount of resist it has and compare, giving proper weight to more important resists as needed.

Recommended Resists by Order of Importance:
1. Magic: 160-180+ (minimum 140) At this level it is exceedingly rare to be snared/rooted but it occasionally happens when tashed/maloed. Most magic DDs will be resisted totally or partially. Normal mezzes should be resisted.
2. Heat: 140-180+ (minimum 120) Many classes use fire, and it hits hard.
3. Disease: 130-160+ (minimum 100) Most useful against Pox of Bertoxxulous. Pox will stick a good bit at 80 and the surrounding range. Insidious Malady is highly difficult to resist and will decrease disease resist by a lot. It takes 2 charges of SHM cure disease potion to cure and is fast casting. PoB takes 2 charges as well.
3. Poison: 120-140+ (minimum 100) Most useful vs. Envenomed Bolt (ebolt) and Bane of Nife. Same success rate as PoB, perhaps a little lower.
3. Cold: 120-140+ (minimum 100) Not used very much. Shaman nukes and bracer mostly, occasionally druid, rarely wizard.
Again Resists should work by lower damaging taken, but not totally resisting spells 75 percent of the time.You should alway take alittle damage, would melee like it if they missed 75 percent of the time?That why we AC and it lower dmg taken.
  #5  
Old 10-31-2011, 02:28 PM
Knuckle Knuckle is offline
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Quote:
Originally Posted by Tamiah2011 [You must be logged in to view images. Log in or Register.]
Again Resists should work by lower damaging taken, but not totally resisting spells 75 percent of the time.You should alway take alittle damage, would melee like it if they missed 75 percent of the time?That why we AC and it lower dmg taken.
melees pretty much do miss 60% of the time, I don't think there is ANY improvement in the hiterate from level 1 to 50.
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  #6  
Old 10-31-2011, 02:37 PM
Tamiah2011 Tamiah2011 is offline
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Quote:
Originally Posted by Knuckle [You must be logged in to view images. Log in or Register.]
melees pretty much do miss 60% of the time, I don't think there is ANY improvement in the hiterate from level 1 to 50.
I have played many melee classes and don't remimber missing 60 percent of the time, maybe 30 percent if they were a high agi toon.
  #7  
Old 11-04-2011, 09:16 AM
casdegere casdegere is offline
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Quote:
Originally Posted by Sprinkle [You must be logged in to view images. Log in or Register.]
only way you should be resisting nukes in the way people are here with 200 resist

is if you had 550

its obviousley not possible to get past 300 till vex thal ,

and you wont touch 400 till psalm of veeshan and elemental gear

but point being

at around 200 on classic you become a god

and thats wrong

new win class of r99 = SK

roll em out ogres n trolls ready to
It does definitely seem that Disease/Poison Dots and based spells seem to be the least resisted and most effective. Roll up a Dark Elf necro and a Dark Elf wizard in beta with the same Int. ( I did this)Test the dot and Nuke spells against a naked Dark Elf Warrior. You will definitely see a difference in how often the Ice/Fire spells land or get almost completely resisted vs the Disease/Poison based spells.
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  #8  
Old 10-31-2011, 03:12 PM
mimixownzall mimixownzall is offline
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This is true. Clerics would bitch they could never land a nuke on people who had MR resists that were lower than their MR (MR would be 120 and CR/FR would be 140) while the other classes could land theirs.

This also sucked big time for mages. Their bolts were LoS sensitive (other players could block it) so they had to use their shock line and they would get resisted way easier than their fire nukes.

But this discussion is moot. It has already been said that classic resists are not being taken into account.
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  #9  
Old 10-31-2011, 03:24 PM
Nirgon Nirgon is offline
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Gravity flux was another one of those easy as shit to resist spells :P.
  #10  
Old 10-31-2011, 04:45 PM
Crenshinabon Crenshinabon is offline
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Sayin mages have zero chance in pvp if earth pet root doesnt land is fkin crazy. Tamiah stop trollin up the boards with your nonsense. Go buy some freaking shadowstep potions if you are so worried about melee. Cast levitate and go stand on a tree. This guy is fkin crazy.
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