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  #21  
Old 06-26-2015, 01:59 AM
Merekai Merekai is offline
Aviak


Join Date: Jun 2013
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I was under the impression Harmony was not something mobs are able to resist, and there is no message given as to the success or failure of it because of that reason.

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  #22  
Old 06-26-2015, 02:35 AM
kaev kaev is offline
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Aye Merekai, on live Harmony would work without fail on any mob up to 5 levels about yours (there was the +6 level hardcap on landing spells on NPCs) because it is classed as "beneficial" and so there is no resist. You could still get social agro as a result of mobs being close together, with "how close is too close?" being a function of relative level between the puller and the mobs. There were said to be linked mobs as well, that would always come together regardless of Harmony/Lull/level, but I never encountered anything like that doing group content casually.

On live in Kunark era the Lull line was less effective than here because of it being resisted more and crit resisted more AND because most people didn't know to jack their charisma to reduce crit resist chance. Basicly Lull line was risky as hell unless mobs were at least 5 or 6 levels lower than the caster, and even then things could get exciting in a big hurry. Most people wiped a couple groups early on and then swore off the spells. Between the marginal utility and lack of player knowledge & skill there were more jokes about Lull-line than there were uses of it.

At some point after PoP came out (iirc) they made Lull line more powerful but put limits on its use as well. They reduced crit resist chance to something like 1/3 of what it had been, and iirc they eliminated a hidden increase to resist chance that had been present which had the effect of further reducing crit resists because there were fewer resists that could crit. They also introduced hard level caps for each of the spells to limit their use. At that point any spell in the Lull line above Lull itself became easymode pulling for blue-con mobs that didn't exceed the level cap on the spell (Lull itself didn't reduce agro radius enough to be very useful.)

There were other changes to agro along the way, to the point that a skilled (knowledgeable) player could facepull singles & doubles in a lot of dungeon content without the benefit of agro reducing spells. Interestingly, that made for some damned fine warrior pullers, most of whom had learned their stuff as monks or SKs in earlier days.
  #23  
Old 06-26-2015, 11:33 AM
WolfsongReborn WolfsongReborn is offline
Kobold


Join Date: Aug 2014
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Quote:
Originally Posted by Galelor [You must be logged in to view images. Log in or Register.]
Didn't there use to be 3 ways it could land?
1. Full resist which caused agro
2. Partial resist where the spell doesn't land but no agro is generated.
3. Fully landed.

Not with Harmony. I played a druid and soloed a ton back in the day on live and thus used Harmony quite a bit. I never experienced the weird agro of mobs and failure of the spell to land on them. It wasn't a spell that could agro or be resisted. It never was.

Countless times on P99 I'll Harmony a trio of mobs on my ranger, pull and get 1, 2 or all 3 even after the graphic has clearly landed on all 3 targets.

Something is definitely different in the way it works here on P99. It's one of those spells I used so often that the difference here is quite obvious.
  #24  
Old 06-26-2015, 06:56 PM
Scoresby Scoresby is offline
Aviak


Join Date: Feb 2010
Posts: 85
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Quote:
Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
Aye Merekai, on live Harmony would work without fail on any mob up to 5 levels about yours (there was the +6 level hardcap on landing spells on NPCs) because it is classed as "beneficial" and so there is no resist. You could still get social agro as a result of mobs being close together, with "how close is too close?" being a function of relative level between the puller and the mobs. There were said to be linked mobs as well, that would always come together regardless of Harmony/Lull/level, but I never encountered anything like that doing group content casually.

On live in Kunark era the Lull line was less effective than here because of it being resisted more and crit resisted more AND because most people didn't know to jack their charisma to reduce crit resist chance. Basicly Lull line was risky as hell unless mobs were at least 5 or 6 levels lower than the caster, and even then things could get exciting in a big hurry. Most people wiped a couple groups early on and then swore off the spells. Between the marginal utility and lack of player knowledge & skill there were more jokes about Lull-line than there were uses of it.

At some point after PoP came out (iirc) they made Lull line more powerful but put limits on its use as well. They reduced crit resist chance to something like 1/3 of what it had been, and iirc they eliminated a hidden increase to resist chance that had been present which had the effect of further reducing crit resists because there were fewer resists that could crit. They also introduced hard level caps for each of the spells to limit their use. At that point any spell in the Lull line above Lull itself became easymode pulling for blue-con mobs that didn't exceed the level cap on the spell (Lull itself didn't reduce agro radius enough to be very useful.)

There were other changes to agro along the way, to the point that a skilled (knowledgeable) player could facepull singles & doubles in a lot of dungeon content without the benefit of agro reducing spells. Interestingly, that made for some damned fine warrior pullers, most of whom had learned their stuff as monks or SKs in earlier days.
I haven't found anyone who spoke about this (or knew anyone else that did this back in the day), but there was a bug with lull where if you stood near max range and chain cast lull on a target until critical resist, you would often get a single mob to come from a pack. I have no idea what mechanic was involved, but I remember using it to pull singles from the king camp in Sol B and in CoM on my paladin. It almost seemed as if your level was treated as max level when casting from range. Definitely buggy and repeatable.
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