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  #51  
Old 07-24-2014, 04:26 PM
wycca wycca is offline
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Originally Posted by Alunova [You must be logged in to view images. Log in or Register.]
4) We know the resist cap needs to change, no one is arguing that, Velious bosses are being balanced to the current resist cap (actually a bit below, 350-400) so we can modify the way resists work without going back and editing individual spells or bosses.
Would you mind explaining this comment a bit?

PS - I thought Eashen was working fine, fear might be another beast though, but I don't have any recent runs to feel comfortable making a statement on.
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  #52  
Old 07-24-2014, 04:48 PM
Alunova Alunova is offline
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Quote:
Originally Posted by wycca [You must be logged in to view images. Log in or Register.]
Would you mind explaining this comment a bit?

PS - I thought Eashen was working fine, fear might be another beast though, but I don't have any recent runs to feel comfortable making a statement on.
What I would like to see:
If cap was lowered to 255 you would resist the same amount as if you have 350-375 now. These are the results I feel, through testing, would be as accurate as can be expected while making the cap and the difficulty of reaching that cap classic.

I am not a source developer though, I cannot say if it's possible or if it will happen. All I can do is balance them in a uniform way so that if it does happen we do not have to re balance everything or change spell values.

We can see the spell values to a high extent, but we do not know how the classic resist code worked. If you have 1 + X = 2, you don't change the 1.
Last edited by Alunova; 07-24-2014 at 04:55 PM..
  #53  
Old 07-24-2014, 05:11 PM
wycca wycca is offline
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Thanks for explaining it.

We're in a tricky spot here though - it's the whole "difficulty of reaching that cap classic" - I don't think we have anything in game right now that isn't classic, although on live I never carried much more than 2x diamond rings and a set of blue diamond stuff around with me to mobs - so maybe it's just that we didn't need so much back then to be in a spot where resists were good enough. In fact, I'd say that 350-370 results is the old 200+ buffed/120 unbuffed sorta "feel" that I got from reading classic posts plus my own hazy memories.

I agree the 370 resists with a (0) modifier you're seeing are about what I expected for 255 resists. Not so sure about the -100/-150 modifier stuff though - altho your 250ish resists on eashen approximate what a 350ish person would have on a -100, not horrid. -150 might be another story though.

I am very concerned about stuff being too easy and us ending up with another Kunark situation. Absolute worst thing in the world is a bunch of people running around at 255 without a bard resisting most things. On the flip side you have what we see now and bards being required in most raid groups = a bad situation for guilds. Who knows, luckily we still have a bunch of beta left so there's time for all sorts of tweaks and for multiple runs on a mob in order to try to work with the resist system we have. I know my initial thought on Eashen was resists are broken, but our last run we made tweaks and the entire thing fell into place easily with 25 - we just needed a few runs to tweak.
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Last edited by wycca; 07-24-2014 at 05:23 PM..
  #54  
Old 07-24-2014, 06:24 PM
Raden Raden is offline
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Quote:
Originally Posted by Alunova [You must be logged in to view images. Log in or Register.]
Are you volunteering to go through 2999 spells(trilogy) to rebalance the resist mods individually or are you talking about rebalancing the resist calculations themselves?

If we simply cut the resist cap to 255 it would not solve anything. No one would resist anything a higher level NPC casted.
Well I can't see the p99 resist code so I'm not 100% sure what would be required to fix it but I could certainly plug away at 3000 spell files to change resist mods to fit the system. Honestly if you need any kind of help like that let me know.
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  #55  
Old 07-25-2014, 10:31 AM
Nirgon Nirgon is offline
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Ya I agree it is a ton of spells but did you think at any point this would be a quick and easy change? Is there a way you could make a change like this live on beta and give a few people gm commands to just summon gear and spam themselves with spells? Maybe even the ability to summon mobs into arena because self spamming won't be accurate as we need it to come from an NPC with appropriate level difference?

If you parceled out the testing you turn it from 3000 spells or so to just 100 per person to test [You must be logged in to view images. Log in or Register.]. Some people have wanted this change for a long time and would help more than you think to grind out testing.
  #56  
Old 07-25-2014, 10:54 AM
Daldaen Daldaen is offline
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If given GM powers I'll leave self AFK overnight on beta to test various resist benchmarks against various raid mobs. 50-100-150-200-255 should be good ones to test I think?
  #57  
Old 07-25-2014, 02:26 PM
Nirgon Nirgon is offline
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U wanna hang out then? Hopefully they can do somethin' like dis.
  #58  
Old 07-25-2014, 05:40 PM
Zaela Zaela is offline
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Quote:
Originally Posted by Alunova [You must be logged in to view images. Log in or Register.]
What I would like to see:
If cap was lowered to 255 you would resist the same amount as if you have 350-375 now. These are the results I feel, through testing, would be as accurate as can be expected while making the cap and the difficulty of reaching that cap classic.

I am not a source developer though, I cannot say if it's possible or if it will happen..
Should not be difficult to scale down the various factors/multipliers in the chance-to-resist function to make 255 generate the same chance to resist as X would now under the same circumstances. Except that you probably wouldn't want to scale resist adjusts down, so they would count for proportionally more. Would probably need more tweaking after that, of course, and might need to split client resist chance calculations from npc resist chance calculations if that's not already the case.
  #59  
Old 07-25-2014, 05:48 PM
Alunova Alunova is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
might need to split client resist chance calculations from npc resist chance calculations if that's not already the case.
This is my main concern, we would have to rebalance pretty much every NPC in the game if they are not seperated due to the values we use for them.
  #60  
Old 07-25-2014, 06:15 PM
Skydash Skydash is offline
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In the Rising Ascension video @ 2:52, there is a comment in the chat box that reads,

"He keeps stunning me lol"

So, his stun was working too. Just FYI
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