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#1
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![]() Yeah I didn't understand that post at all.
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#2
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![]() I think he is saying put a level cap on YT because noone wants to get spammed by a few lowbies fighting at orc hill for 3 hours (I think)
OR limit YT pvp deaths taken in raid zones I guess he's afraid YT will become more like spam if its going off every 2 min (I think) edit: not in favor of limited YT, merely translating Supremes post | ||
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#3
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![]() Quote:
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#4
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![]() I’d like an overhaul to the spell resist system that did two things:
1) Use current Lucy spell data for pvpresistbase, pvpresistcap, and pvpresistcalc 2) Add a +50% debuff bonus to pvp resist debuffs I believe this brings a number of positive changes: • Debuffs matter – currently very little emphasis is made on tash, mala, malo, curtailing chant, etc. I rarely see anyone pumice, pillage, etc. buffs. But with the above changes debuffs become an important part of pvp and as a result… • Rewards coordinated tactics – the above system makes it likely to see in mass pvp an enchanter tash a target, a mage mala the target, and then call for a shaman to malo the target. The order of the spells matters! Each debuff is peeling a layer of defense off the target but taking coordinated tactics and a mix of classes to do so. • Enlarges spell books in pvp – my initial reaction to a system like the above was that it would make many spells useless, hearing the word “immune” tends to grant that impression. However, what I discovered after looking at the numbers at great length was that “immunity” is always conditional and actually diversifies the spells cast in pvp. Instead of spamming the same spells over and over it forces players to use debuffs, to cast fire, cold, or magic spells based on what the target is resisting, etc. • Makes level difference matter – if you’re being cast on by a player that’s 8 levels higher than you they’re going to have a much easier time getting spells to land. • Transparent spell data – every player has access to spell data and to how that spell data effects resists. As a result you can make goals for your resist gear set and plan your spell lineup and tactics with known information. How would this work? Example #1 – Root Pvpresistbase = 50 Pvpresistcap = 33 Pvpresistcalc = 101 Pvpresistbase is the number you start with if you’re the same level as the caster. Pvpresistcap is the number you start with if you are the max levels (8) below the caster. Pvpresistcalc is the number you need to beat to outright resist the spell. So if you’re the same level as the player casting root on you, if you have 51mr you would be “immune” to root. Sounds like resist gear is pointless then right? Now imagine your resist magic is pumiced and you’re tashed first. Now you need 111mr unbuffed to be “immune” to root. However, if they bring a mage and you’re mala’d as well – you’re going to need 163mr to be “immune” to root. So “immunity” isn’t quite the steel curtain some might think at first glance. The value of vanilla root fluctuates with the tactics the casters choose to employ. Example #2 – Fetter Pvpresistbase = 12 Pvpresistcap = -49 Pvpresistcalc = 135 Assuming you’re the same level as the caster you start with 12 and need 135 to outright resist Fetter. Thus, 123mr would make you immune to this higher level root. That’s fairly obtainable via gear and buffs. However, if they strip your resist magic this is a hard to reach number but feasible for the ability to be “immune.” But now assume the enchanter tashes you. You’ll now need 183mr unbuffed to be “immune.” I highly doubt many folks will be rocking that number. If they bring a mage to mala you’ll need 235mr to be “immune”. So as can be seen in the case of the root line, “immunity” isn’t exactly immunity and the values needed scale with levels / gear. Example #3 Draught of Ice Pvpresistbase = 12 Pvpresistcap = -31 Pvpresistcalc = 135 Draught of Fire Pvpresistbase = 22 Pvpresistcap = -16 Pvpresistcalc = 134 Assuming same level as caster you’d need 123cr to be “immune” to DoI and 112fr to be “immune” to DoF. If you’re mala’d that makes it 175cr and 164fr. You’ve got a choice to make: do I wear fire or do I wear cold? The wizard has a choice to make – if he spams cold over and over and you’re rocking 175cr or close to it he’ll burn his bar quick. When he swaps to fire you can choose to do likewise and the games can continue. Now swapping gear midfight becomes a part of strategy as you have clear values needed not only to resist MR spells but also CR, FR, PR, and DR. But that’s not classic! I know. Unfortunately we don’t have access to classic spell data for pvpresistbase, pvpresistcap, and pvpresistcalc. However this is the system classic used and Lucy provides the only complete set of spell data for all classic spells that I’m aware of. By using current Lucy data as the standard all of the “well I remember it this way…” arguments are avoided. We have cold hard numbers to go by as our standard from this point forward and those numbers were made by EQ developers rather than some cooked up values from our best guesses.
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#5
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![]() I revised my translation after consulting my english to taco dictionary. I guess I could see it being abused if two people intentionally killed each other over and over but nothing that cant be fixed by moving YT to a seperate window
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#6
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![]() All I want for christmas is a Classic EQ pvp server that actually mirrors the mechanics of Classic EQ. Anything that deviates from classic EQ, should be fixed to work as closely to classic EQ live servers did.
The things that were nerfed in classic EQ, should be nerfed here (often in advance -- ex. egg-shaped pumice, item recharges). The things that were "fixed" there, should be fixed here. If you cast a spell and it does 100 damage in classic live servers, it should do 100 damage here. If you resist a spell at 70mr in classic live, it should be the same here. Lastly, if you absolutely must change something to work "better" than it did in 1999-2001, please at least consult with the population to make sure 90% of them aren't against that change. We came here to play Classic EQ pvp. You can't go wrong or be gainsaid when you stick to what's classic.
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#7
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![]() I want less zones since Verant designed their 100 zone servers for 2000 people and we don't really have that going on here. Probably 1 player per 10 square miles. It's like being in west Texas, or one big West Karana.
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#8
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![]() Twat da fuk did burrito supreme say???
But srsly Resists need to adjusted Yellow text implemented & the current pop needs to stop being such blubies. K tks | ||
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#9
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![]() Resists aren't fine.
On live blind didn't land. Unless you had wrapped entropy spine with the pr based blind. Druids never used nukes because they wouldn't land. Wizards only used lures. I wasn't whirled once on live(not sure if that's still a prob) You didn't have to be full resist gear to resist cc spells. I'm sure and your bro samwise never played live because you guys sound clueless | ||
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#10
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![]() hotzones
and/or exp bonus remove hybrid penalties classic resists YT leaderboard dev communication prob not going to get that last one since rogaine only comes around to say things like "lel i am such an epikkkk trolle lol i got u guys so good posting about playing star wars arnt i so funny xDDDD" when in fact he actually did let this server crash and burn from playing star wars | ||
Last edited by Cwall 4.0; 09-13-2012 at 12:26 AM..
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