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  #31  
Old 06-06-2020, 12:33 AM
ChooChoo Train ChooChoo Train is offline
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Just give us poison immune water pets so trak encounter can be trivialized with a few mages
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  #32  
Old 06-07-2020, 03:49 PM
Dolalin Dolalin is offline
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Here's the water pet info page from magecompendium.

Problem is, it was captured in 2004 and the pet graphic is a luclin elemental, so the stats are probably significantly out of era.

However, it has very firm numbers.

Water pet regen is shown as 6hp/tick up until 39, where it hits 30hp/tick.

http://web.archive.org/web/200408080...r-library.html

This is exactly in line with other pets. Seemingly they are all the same according to the magecompendium all-pets chart:

http://www.magecompendium.com/library/oldpetchart.html

Now, all this being said, it is very possible these numbers were tnkered with over the years before magecompendium gathered them. But if I was a betting man I'd say P99 is using these numbers right now since they're clear and authoritative.
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  #33  
Old 06-07-2020, 06:18 PM
Zuranthium Zuranthium is offline
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6hp/tick until the level 39 pets and then 30 hp/tick starting at that level definitely feels like what P99 is using, and that's probably how it was in Classic too. Pets were getting back to max health very quickly at the Level 4 tier, but then would noticeably take longer to regen to full health at each new tier, until level 39 when they would suddenly have their health bar moving MUCH faster. Water pets were faster than that base amount though!
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  #34  
Old 06-09-2020, 02:49 AM
Dolalin Dolalin is offline
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Just noticed I goofed the second link, the all-pets chart is here:

http://web.archive.org/web/200403010...dpetchart.html

Quote:
4 All Pets - Regenerate at 6 Hit Points per tick
39 All Pets - Regenerate at 30 Hit Points per tick
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  #35  
Old 06-09-2020, 02:51 AM
Theturtlehermit Theturtlehermit is offline
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Quote:
Originally Posted by ChooChoo Train [You must be logged in to view images. Log in or Register.]
Just give us poison immune water pets so trak encounter can be trivialized with a few mages
except that mobs ignore pets, most of the time. Unless they get bugged with aoe damage and such.
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  #36  
Old 06-09-2020, 02:52 AM
Theturtlehermit Theturtlehermit is offline
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Quote:
Originally Posted by Dolalin [You must be logged in to view images. Log in or Register.]
Just noticed I goofed the second link, the all-pets chart is here:

http://web.archive.org/web/200403010...dpetchart.html
2004 is after sony btfo verant, creatively speaking.
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  #37  
Old 06-09-2020, 03:25 AM
Dolalin Dolalin is offline
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I found a very unhelpful Gordon quote from May 2000 about pet regen rates, posting it here since it's relevant, but it's another example of him talking out of his arse, since we know from multiple sources that pet regen changes at 39:

Quote:
Date : 17/05/2000



Topic : Pet Regen Rates



This came of the official EverQuest message boards.



Pet regen rates haven't changed. I imagine that you might have gotten a new or higher level pet. Though newer and higher level pets do get more hit points, their regen rate is always the same number of hit points per tick.


- Gordon
http://web.archive.org/web/200107150...g_21st_May.htm

The only useful bit is probably "pet regen rates haven't changed".
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  #38  
Old 06-09-2020, 03:49 AM
Dolalin Dolalin is offline
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I saw references to pets regenerating faster "after 30", which was confusing the hell out of me, since pets are supposed to regen faster at 39. It turns out these people are both talking about the same thing.

Quote:
posted 12-07-1999 03:03 AM

Pets that Con 30 and above (all pet except 1 from the L39 spell summoning) have a much improved regeneration. You L39 earthpet will heal to full from almost dead in about 4mins.
Quote:
posted 12-08-1999 11:20 AM

Hehe i have noticed with my lvl 39 earth pet that if it hits for 36 or over (32 is lowest 40 is highest for that lvl) its will regen from about 10% to full in the same time it takes me to meditate arond 1½ buble of mana.. pretty impressive actually

Milaney Incendia, Magician, Prexus
http://web.archive.org/web/200002291...ML/000129.html

So it wasn't *all* 39 pets originally. You could get a bad summon at 39 that regenned slower than the others. This should probably be adjusted on P99.
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  #39  
Old 06-09-2020, 07:19 AM
Dolalin Dolalin is offline
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Back on topic, there are many many posts about water pets having more regen.

However, here is a post by GZ back in 1999 (capture from October 1999, but post is from June/July 1999) mentioning that water pets heal faster than any other elemental:

Quote:
What is a Magician you Ask?
By Geoffrey Zatkin, Lead Magic Designer for Verant


I've been getting some e-mail/feedback recently from a group of dissatisfied magicians as to how underpowered their class is. I'd like to take a few moments to address this. Please realize that because of our intense work schedule at Verant, this is a purely FYI kind of thing.

PETS

Now, I keep hearing Magicians wonder why their pets are weaker than Necromancer Pets. Simple answer - they are not. Magician pets, on the whole, have better ability scores, and in some cases, more HP than Necromancer pets. They also average one level higher (which means more hp, better attacks, etc). The problem is that most Magicians don't experiment with the different pet types, assuming that summoning a Fire Elemental is the same as a Water Elemental.
Time for a little explanation on the four types of magician pets.

The Earth Elemental is the elemental that you want to be using for serious battles. It has THE most hp of any pet. It also has a massive strength (about equal to an Ogre). Earth elementals deal THE most damage of any pet. Their weakness is that their Agility bites. They will get hit by anything swinging at them.

The Air Elemental is the elemental that you want tanking for you. It has an incredible high agility, making it much harder to hit than any other elemental. It has good strength (about equal to a Barbarian). It deals good damage, is hard to hit, and has the invisibility ability. This means you can use "/pet back off" to good effect. The Air Elemental backs off, and assuming that monster does not follow (it goes after another party member), the Air Elemental will turn invisible, guaranteeing that it will not be hit while it heals up.

The Fire Elemental is the elemental you want to use against creatures with very quick attacks (Bixies) or against massive amounts of smaller creatures (clearing away the hall trash). Fire Elementals have good strength (about equal to a Barbarian) and good agility (about equal to an elf). They have the least HP of any elemental, but compensate with an innate Fire Shield that damages an attacker every time the attacker hits the elemental. This means that a creature is getting hit by the elemental AND taking damage every time they hit the elemental.

Water Elementals are the composite elemental - they combine a little bit of the best of all of the other elementals. Their strength is second only to an Earth Elemental (about equal to a Troll), their agility is good (about as good as an elf) and their HP are just under that of an Earth Elemental. They are the 'balanced' elemental. Water Elementals also heal faster than any other elemental.

Now, the Skeleton is a very good pet as well. Its strength is lower than any of the Elementals, but it has a good agility (about equal to an elf). Its hp fall between that of an Earth and Water elemental. What it is lacking is the massive strength of other elementals, and the special abilities gained by certain elementals. It also lacks the versatility gained by having four different elementals.

Another issue that magicians (and necromancers and enchanters) complain about is that their pets always con blue / green to them. Now, you will notice that at higher levels, monsters get more hp / damage than a player of the same level. For example, a 35th level Warrior or Wizard could not solo a 35th level Griffin, were a 8th level Warrior or Wizard could solo a 8th level Gnoll. Monster levels are not the same as player levels. Monster levels are better. Now, pets use monster levels. That is why, at higher levels, your pet cons green to you. I will be putting in some changes soon to make it so they con 'better' to you - not green, but blue. There will be no actual changes made to pets other than perception.

The range at which pets respond to commands from their casters has just been doubled. This should help Magicians (and all other pet classes) to keep their pets in line.

One final note on pet summoning. You will NOT get the same power of pet with every summoning. If a pet seems particularly weak to you, you may want to reclaim energy on it and summon another.

SUMMONED ITEMS

Summoning items is one of the magician's unique abilities. Some items are better than others - and all are based on our hard worked concepts of game balance. If a Magician could summon items that were BETTER than the norm for her level, our game would quickly be overrun by a horde of phantom items. This being said, we have retuned our items many times, and it is quite possible that that Magician items missed a final tuning. I will double check this - but regardless, Magicians can summon MAGIC weapons (weapons that hit wisps, ice-boned skeletons, etc) for relatively little mana. This is a nice ability.

There are also several hidden spells out there, waiting for players to find. Once a certain number of these have been found, they will be available from magician vendors. I'm not saying where they are or what they are… but they are nice…

ARMOR

Magician's Phantom Armor series now stacks with the Shielding spells. This change should be in as you read this. This gives Magicians the best personal armor spells of any Magi class.

DIRECT DAMAGE

Of the four Magi classes (Wizard, Magician, Enchanter and Necromancer), Wizards have the best direct damage. The second best direct damage is done by the Magicians. Third best is Necromancers, and last are the Enchanters. Magicians also get ranged area effect direct damage spells, spells wielded only by the Wizard, Druid and Magician classes. They also get damage shields, combat spells that have no saving throw (since you cast it on a player, a monster never gets a saving throw). This means that a Magician can indirectly effect a monster many level higher then her - something that not many other spell casters can do.

RESEARCH

All research materials for Magicians are in the game. The frequency of the appearance of all research components has been increased by 300%. Instructions on research can be found in your guild hall, in several of the tomes sold by your guild merchant.

IN CONCLUSION

Magicians have the best pets and the second best direct damage of any Magi class. For pure damage done, Magicians can rival any wizard - between the damage of their pet and the damage of their spells. It is always tempting to think that your class is the least powerful - watching another class doing something in their specialty can make them seem 'better' then your class. This is just 'grass is always greener' syndrome - we saw a lot of this in Beta. I have played each class up to a respectable level, and can tell you that the Magician is an extremely viable class. Magicians are not going to be 'retuned,' as they are extremely viable.

What you can look to see is an expansion of Magician summoning items / toys / etc. spells as they are 'found' in the game. I'm not going to drop any big hints, but there are some interesting things out there that have not yet been found.

I hope this helps a little bit on getting a grasp on the Magician. I have a Magician in my party, and let me tell you - she rocks!


Author: Geoffrey Zatkin of Verant

https://web.archive.org/web/19991003..._mag_dis.shtml
Last edited by Dolalin; 06-09-2020 at 07:46 AM..
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  #40  
Old 06-09-2020, 10:32 AM
Dolalin Dolalin is offline
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Everlore spell comments:

Quote:
Submited by: Ahlahnnah On: 9/12/1999 7:26:28 AM

In addition to the above stated, the Water Elementalkin also has a faster regeneration rate than other pets of this level.

While they may not have the AC of Air, the HP of Earth, or the dmg of Fire, Water's regen rate allows it to stay around longer than the others if used properly.

https://web.archive.org/web/20020529...tby=2#Comments
Quote:
Submited by: Sturm On: 1/28/2000 8:54:35 PM

I will try to answer all the questions above...

First and most important, malachites can be purchased in ANY Magician guild, anywhere. They are also sold in SOME jewel shops (no two shops have the same list). Remember, any Magician guild. That means where you buy all your spells, newbies.

Second, Water Elems, in my opinion, are the best. They are usually called the most balanced of the pets, and are good for soloing and grouping alike, (very convenient if you like to summon a pet before looking for a group). It has less HP's than Earth, but more than Air and Fire. It has less AC than Air, but more than Earth. It has a good DD spell, but not quite as good as Fire (you won't notice the difference until the mid levels, for the most part). It has incredible HP regeneration, but as with the others, THE REGENERATION DURING A FIGHT IS NEXT-TO-NOTHING. Again, you won't really notice the difference until the mid levels. And to confirm the supposed rumor, it is certainly immune to poison. (The strongest poison would only slow down Water's regen rate though, at best. But it IS immune to it anyway). Overall, I really have found Water to be my favorite Elemental. Now don't get me wrong, others are good for other, less common, situations. I will list the abilities of all the elems below and what situations I have found each best for...

Earth: Root, highest HP's. Good for straight soloing, because of the damage it can absorb.

Water: High HP's, Fastest health regeneration, good DD spell, immunity to poison (not bad AC either). This pet is adequate for all situations.

Fire: Best DD spell, Damage Shield (which does stack with the ones you can put on later on), and AC is not bad. This is good for a group that needs damage more than tanks.

Air: Best AC (I really do mean BEST), Stun spell, and invisibilty spell. This one is best for dungeons and other situations where you really don't want your pet to attract attention.

Well, I hope that answers everyone's questions. That's about all I have to say...see ya on EQ!

Sturm

https://web.archive.org/web/20020523...type=#Comments
I'm really hitting a brick wall in trying to find out just *how much better* the regen was, though. Some posters compared it to Troll regen. I don't think that's too far off.

Oh and the poison immunity is confirmed in many, many places now. It had like 255 poison resist or something.
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