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  #1  
Old 10-08-2013, 03:09 PM
HippoNipple HippoNipple is offline
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Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
i tried telling people this but they wouldnt listen. also when players would go ld on rz sometimes their pets would just go nuts and start murdering everyone
I remember this as well... it almost seemed like the pets were stronger when the owner went link dead.
  #2  
Old 10-08-2013, 02:04 PM
Technique Technique is offline
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Originally Posted by Syft [You must be logged in to view images. Log in or Register.]
So your saying when an Ice comet landed for full on a player on live it only did 380 dmg!
No, that's what you are saying because you don't pause for even a moment to attempt to comprehend what you've read.

Stinkum said that a spell's PvP damage is 66% of its PvE damage, a statement you misconstrued to mean a 66% reduction in damage, which would then result in the spell causing only ~33% of its PvE damage. No one but you is so confused as to believe that was what he claimed.
  #3  
Old 10-08-2013, 01:35 PM
RoguePhantom RoguePhantom is offline
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Originally Posted by Syft [You must be logged in to view images. Log in or Register.]
There is already a giant problem with well geared melee's vs caster's. If you run any DPS tests you'll see the average geared melee can easily outdo the best caster dps.
Ok, here is where you and most everyone is stupid.

Melee HAVE to have a higher sustained DPS. This is the tradeoff. Casters are the kings of burst DPS. "Dropping Bombs." Why you think for a long time, there were Burn Groups that would go around insta-gibbing dragons when Mana Burn came out? No Melee had that kind of burst. But Melee, overall had a better sustained DPS.

This is the tradeoff of Caster vs Melee.
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  #4  
Old 10-08-2013, 12:17 PM
Alecta Alecta is offline
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Resists

This is the area of greatest 'greyness' for R99, and so I am sure everyone will hate me no matter what I do.

Prior to this last patch, every PvP spell went through the same resist curve. Certain spell types had often rather large +resist modifiers added to them to shift the curve around, but it was the same curve.

So what we've done is add new 'PvP resist calculations' to the system, where we can tag individual spells (procs / poisons / bard songs) as having a particular resist calculation. Currently, we only have 3 implemented:
  1. PvP Unresistible - used in Rapture, Splurt, Lifetaps, etc.
  2. PvP Linear with Cap - used in Roots currently, lets us specific a point where the resists hit the 98% cap.
  3. Default (Null's curve)

We're planning on adding some more such as :
  1. One for rogue blinds - bit harder to resist than normal poison spells since they are 1 shot and require reagents, but with very nerfed partials so you aren't blinded or snared for 2 minutes.
  2. One for stuns - perhaps taking into account the level of the spell for your class and level of the caster, so your highest level stun can land occasionally, but spamming 4 low level stuns wont keep people locked down.
  3. One for non-lure DDs - which will predominately focus on the partial logic.

Any player feedback on spells or proposed resist functions is welcome.

Also, we've worked out a way to cap resists at 255, which isnt a huge deal at this point, but will be implemented prior to Velious, and should help keep things a little more manageable from a resist point of view.
Last edited by Alecta; 10-08-2013 at 12:33 PM..
  #5  
Old 10-08-2013, 12:24 PM
Rallyd Rallyd is offline
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Awesome patch, thank you so very much for the needed attention to red. Pras Alecta!
  #6  
Old 10-08-2013, 01:02 PM
Dullah Dullah is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Resists

This is the area of greatest 'greyness' for R99, and so I am sure everyone will hate me no matter what I do.

Prior to this last patch, every PvP spell went through the same resist curve. Certain spell types had often rather large +resist modifiers added to them to shift the curve around, but it was the same curve.

So what we've done is add new 'PvP resist calculations' to the system, where we can tag individual spells (procs / poisons / bard songs) as having a particular resist calculation. Currently, we only have 3 implemented:
  1. PvP Unresistible - used in Rapture, Splurt, Lifetaps, etc.
  2. PvP Linear with Cap - used in Roots currently, lets us specific a point where the resists hit the 98% cap.
  3. Default (Null's curve)

We're planning on adding some more such as :
  1. One for rogue blinds - bit harder to resist than normal poison spells since they are 1 shot and require reagents, but with very nerfed partials so you aren't blinded or snared for 2 minutes.
  2. One for stuns - perhaps taking into account the level of the spell for your class and level of the caster, so your highest level stun can land occasionally, but spamming 4 low level stuns wont keep people locked down.
  3. One for non-lure DDs - which will predominately focus on the partial logic.

Any player feedback on spells or proposed resist functions is welcome.

Also, we've worked out a way to cap resists at 255, which isnt a huge deal at this point, but will be implemented prior to Velious, and should help keep things a little more manageable from a resist point of view.
Yes to all these.

Definite no to LOS on spell land.

As far as damage spells, the resists should be between our current (r99) and classic (live). Pretty much right in the middle. Classic (1999-2001) was fine until everyone realized how and where to get resist gear. Then by velious (esp the end) casters sucked.

I understand what Null was trying to do, but he went too far away from classic to the point that it changed the way EQ pvp was intended to work. Allowing players to have a chance to resist spells without having to stack a single resist in every slot allows for more variety, promotes longer fights and tactics and gives the server a much more classic feel.
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  #7  
Old 10-08-2013, 01:40 PM
Legend Legend is offline
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Make LOS spell casts like Sullon Zek.

In Dungeons casters couldn't channel a 6.1 sec timed spell. Like they can here and still land on you around a corner. Melle's should hold as kings in a tight environment. Right now they have too much of an upper hand. They don't even have to cast detrimental movement spells, root snare. Just channel those long cast times and if your in range you are fuked.

I remember being in HHK and having a Sk on my with tantors, he would joust and run around corners and doorways and would literally crush me. Till I caught him with his pants down in an open field like the karanas.

Make it Hard on the LOS checks, dashing around a corner should make the player out of range.
  #8  
Old 10-08-2013, 01:43 PM
Legend Legend is offline
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Also melee 2 hand cap is way off, it shouldn't hit for partials and low end. Should hit for more. Nothing like your big old 2 hander hitting for double 20's at 50. I remember they did a revamp and 2 handers were broken for so long. Right now a good fast 1h and shield is more effective than a big 2 hander.
  #9  
Old 10-08-2013, 06:50 PM
Bamz4l Bamz4l is offline
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Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Yes to all these.

Definite no to LOS on spell land.

As far as damage spells, the resists should be between our current (r99) and classic (live). Pretty much right in the middle. Classic (1999-2001) was fine until everyone realized how and where to get resist gear. Then by velious (esp the end) casters sucked.

I understand what Null was trying to do, but he went too far away from classic to the point that it changed the way EQ pvp was intended to work. Allowing players to have a chance to resist spells without having to stack a single resist in every slot allows for more variety, promotes longer fights and tactics and gives the server a much more classic feel.
they are now trying to set things classic.. so enuff custom bs
plz alecta ignore this guy and keep it classic. u don't wanna be the next null
  #10  
Old 10-08-2013, 02:04 PM
Slytherin Slytherin is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Resists
First, such great work has already been done here due to this patch, thanks!

What about resist modifiers on a per spell basis?

Splurt made the unresistable category but Pyrocruor I'm assuming didn't and has the same resist modifier.

Here's a quick list of what might deserve attention:

Necro
Fire Line (Ignite Bones, Pyrocruor, etc) has the same resist modifier as Splurt

Envenomed Bolt has a resist modifier that should make it a bit easier to land (resist mod should have roughly the impact of Malo)

Trepidation has a resist modifier (resist mod should have roughly 2x the impact of Malo)

Enchanter
Cripple has a resist modifier that makes the debuff easier to land (resist mod should be roughly equal to impact of Tash).

Lagarn's Lamentation has a resist modifier that makes it more likely to land than other stuns (resist mod should have the 1.5 times the impact of Tash).

Trepidation (see Necro)

Magician
No mods

Wizard
Lures should be in the unresistable category

Shaman
Envenomed Bolt (See Necro)

Cripple (See Enchanter)

Bane of Nife has a resist modifier that makes it more likely to land (resist mod should have 1.5 times the impact of Malo)

Pox of Bertoxxulous has a resist modifier identical to Bane of Nife above.

Druid
Breath of Ro has a resist modifier (should have roughly the impact of Malo)

Cleric
Trepidation (see Necro)


Thanks again for all the work to make the server fun!
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