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  #31  
Old 03-30-2011, 10:01 AM
guineapig guineapig is offline
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Originally Posted by DrukNecro [You must be logged in to view images. Log in or Register.]
1-2 levels lower, yes. Does that mean that we're supposed to see 1 in 3 spells resisted when the mob is only 1 level below us? That still seems way too high.
I certainly wouldn't say that but I'm not a developer who would make such decisions anyway. I was merely pointing out that saying "dark blue mob" can mean a lot of different things at different levels so I feel that it's important to be as accurate as we can be about this.

At level 52 I'm pretty sure that level 38 mobs are still dark blue to me... but they don't resist my spells at all.

So don't get me wrong, I'm not attempting to discredit anyone's experience with resist issues.
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  #32  
Old 03-30-2011, 10:35 AM
casdegere casdegere is offline
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I have some to say about this as well involving Soothe, Enthrall, Disempower, Feckless Might, Languid Pace, Tepid Deeds, Sanity Warp, Chaos Flux, Root, Whirl.

I had a high quantity of Tashed(Tashani) resists with Dark blue (To level 24 and 25 Enchanter) Pickclaws. This along with the very poor Charm results, charming Green Grizzly Bears in Rathe Mountains.

It definitely appears that either Magic Resist is high or the spells themselves are checking lower to be resisted. I do not recall having such a tough time taking down a Dark Blue mob as an Enchanter on Live.
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  #33  
Old 03-30-2011, 10:36 AM
Armada Armada is offline
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This is just frustrating me to no end. I'm getting massive resists all across the board. I'm a necro, and even on blue cons it's a nightmare. On live it was never like this.

The biggest red flag is the necros fire line. This line was extremely reliable and very very rarely resisted, as it was -100 resist check. Now I don't even use it because im getting massive resists that its impossible to maintain mana (as a necro?).

On blue cons just today I got 6 resists in a row on dooming darkness (and countless times on others)..........I gave up trying to land it. Fire line I got 5 resists in a row very common, I give up. So as a first on any of the necros ive played since 99, I actually unmemmed fire line and the only dot im using at toll booth guards is vampiric curse. This is a major problem. I'm not even using dooming darkness anymore on these guys because its so resisted that it drains my mana bar........im using lvl 12 engulfing cause atleast the recasts dont cost me as much.

Casters as it stands are crippled. Miserable time as a caster now, guess I should have gone monk.
Last edited by Armada; 03-30-2011 at 10:40 AM..
  #34  
Old 03-30-2011, 12:36 PM
Wigglepoo Wigglepoo is offline
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I do not complain about stuff easily or quickly. When I do, there's a reason. My two cents:

I'm a 24 druid fighting DB mobs in LoIO. Simple kiting--snare, dot, run, rinse repeat.

Roughly one in three mobs cause me to have to zone due to running out of mana. I pulled a DB sabertooth and counted the resists: 5 resists on dot, 4 resists on snare. Next mob was a DB skelly. 7 resists on dot. Seven. Including five in a row.

I understand that mobs resist. I understand that different DB mobs will have different levels of resists. But running OOM to DB mobs on a fairly consistent basis due entirely to massive resists isn't fun, nor is it classic.

Thank you for reading this.
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  #35  
Old 03-30-2011, 02:51 PM
mwatt mwatt is offline
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It's clear that gettting resists right is not an easy thing to do - two of the best coders they've got have already spent time on this.

It's also clear that the message of "resists are too high" is being heard - there are a lot of posters on this topic.

What is not so clear, to me anyway, is how I can best provide the information needed to fix the problem. An early bug fix post contained a suggested format by Uthgaard that we could use to report resist issues. It asked for very specific data, which is pretty much the way to go for bug fixing - a developer generally needs to be able to reproduce a problem before it can be fixed. Not everyone is being specific, but I guess there are probably enough specifics recorded now that Uthgaard and Kanras (or whomever ends up working on this) can make progress.

I waited a long time before posting in this thread because I wanted to get a good sense of the general problem, so that I could take a shot at suggesting patterns as an adjunct to the specific data being submitted. I have played a low 40s Necro, a mid 30s Shaman and a mid 30s Druid against multiple mobs to try and get a feel for any patterns that might exist.

Here are some of the basic patterns I've seen:

* Whites resist like yellows would be expected to

* Dark dark blues resist like whites might be expected to

* Lower dark blues, about 3/4 of the time, have close to an expected "dark blue" resist rate, though it is extremely rare to have an entire fight with no resists

When fighting a dark dark blue, or a "problematic" lower dark blue, resists are generally frequent, maybe about 1 in 3 as was stated elsewhere. However these behaviors are also seen:

* Root breaking early several times in a row (as an aside, root IS better than it was after the recent dev work)

* Chains of resisting the same spell - for example 4 resists of Druid or Shaman root in a row or 4 darkness resists in a row for a Necro

* Occasional uber-resisting mob - Once in a while you get a mob that looks just like his neighbors, but resists almost every spell you throw at it, no matter what spell... I have had mobs like this resist as many as 8 spells in a fight - these mobs you must generally zone or die from

Interestingly, though there are frustrations, I am still enjoying playing the Necro and the Shaman very much, even though these problems exist. Careful mob selection and using strategies that maximize pet damage are the key. The Druid however is another story. Unless I choose only low dark blue mobs or light blue mobs to fight (which isn't always clear), it is an excercise in frustration to play my Druid right now.
  #36  
Old 03-30-2011, 03:06 PM
mwatt mwatt is offline
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In the final analysis, there is one thing that both players and devs should remember. Classic Everquest had resists that occurred with some level of frequency. There were even "uber-resistant" mobs that cropped up now and then. The goal here should not be to eliminate resists or even the occasional mob that is untenable or nearly so. The goal, as always, is to reproduce the classic experience. It isn't that resists are bad - they are part of the success formula of EQ, i.e. game play should be challenging and provide a degree of danger in order to maximize the fun. The problem here is that resists are currently TOO challenging, which cuts into the fun.
Last edited by mwatt; 03-30-2011 at 03:50 PM.. Reason: fixed misspelling
  #37  
Old 03-30-2011, 03:21 PM
Mardur Mardur is offline
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Especially considering the druid swarm line should be essentially unresistable, similar to lifetaps.
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  #38  
Old 03-30-2011, 07:08 PM
parlay1 parlay1 is offline
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I am hoping this becomes a high priority to get fixed, nothing worse then having Kunark open but not able to play my character to relive those great zones.
  #39  
Old 03-30-2011, 09:42 PM
ironfist ironfist is offline
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today alone 5 life drains in a row was resisted , on top of 2 snares and 2 dots . Also few other of my friends has had the same issues
  #40  
Old 03-30-2011, 10:45 PM
Marrhault Marrhault is offline
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Default More resists

Level 51 Neco. Killing a mature wyvern. Resisted Dooming Darkness 5 times in a row. Has happened on devouring feaster and pretty much everying in zone. Seems like the resist issue is now more wide spread than it was before.
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