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#1
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That's the general consensus, but as I said, I geared mine for max agi and it feels like soloing and group efficacy is better on green with my agi-halfling than it was on blue.
Lvl 41 at "arch top" in CT, I was pulling 4 or 5 mobs at a time into camp, without much problem, with just augmentation for an agi-buff. Most hits: still minimum dmg, and landing less often. Not getting hit > getting hit with 10% better mitigation. Plate is plate I suppose. | ||
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#2
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Quote:
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#3
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AC from AGi is probably applied uncapped/outside, like shield ac so any class, non-warrior classes most benifity probably the most from it at levels sub 55
its like running with 3 extra cleric ac buffs same thing with shields, but warriors suck because they can't hold agro with just a shield and 1h in that regard, they don't need them rly tho just remember that number on the screen in the UI is rediculous and meaningless\ Sheild>Spells>AGI>Worn AC (most likely) AGI saves mana/per hr, not mana per round. Is likely when u notice it. Quote:
all this said, i totally agree, it'd be awesome if ogres favored 2h, dwarves axes, and dark elves like agi and whips or something cool like that, maybe everyone gets the epic, but theres like a .75 weapon thats pretty good for each race thats flavored, maybe give barbarians a spear/sword style, this would be cool [You must be logged in to view images. Log in or Register.] | |||
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Last edited by starkind; 04-19-2021 at 10:17 AM..
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#4
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Dark Elf cleric sprinklers look like whips, halfling warrior lightsabres look like spear and round shield, etc. Elf Karana rangers get to keep their lightning swords, but Tunare ones get theirs replaced with some dollies. | |||
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#5
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Make stamina work
And devs not bend to pressure of the whining about it I've got ur back, Brad bless | ||
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#6
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Quote:
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I would need to reroll tunare [You must be logged in to view images. Log in or Register.] | ||||
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Last edited by starkind; 04-19-2021 at 10:51 AM..
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#7
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How is stamina supposed to work? I always thought it was weird that there are whole lines of spells to regenerate it, and that they seem pretty insignificant on p99. Would all melee attacks drain it? What would happen if you ran out during a battle? Please, enlighten those of us new the quest.
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#8
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Quote:
Stamina was a fixed-size bar. Melee attacks drained it, modified by the weight of the weapon (heavier weapons drained more). Dual-wielding drained it faster for what should be an obvious reason. Lighter weapons might not drain enough to exceed normal stamina regeneration rate, so the yellow bar would stay pegged. I never really had to worry about it on my Paladin unless I was wielding something very heavy like a Wurmslayer or Axe of the Iron Back. Heavy weapons (or, more usually, dual-wielding fast and moderate-weight weapons) would gradually drain the bar until the player needed a "zing" (invigor-type spell) to keep going in a long battle with no time to stop to rest. If stamina ran out and you had less than 100 (statistic) stamina, you couldn't jump, ran and attacked slower, and suffered a large penalty to melee stats. Once you got over 100 stamina you no longer took most of the penalties for running out and simply couldn't jump. Swimming also drained stamina and eventually you'd run out and sink. Later on during EQ's history stamina was re-vamped to what amounted to a melee mana bar called endurance. Unlike stamina, the size of the endurance pool would change with level and gear. The Titanium client uses endurance, with its variable-size pool, which is part of why P99's devs have never been able to get the yellow bar (or the invigor-type spells) working properly on P1999. Danth | |||
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#9
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Thanks! Sounds cool and immersive. Wish it could be implemented!
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#10
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It was briefly at kunark launch
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