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			 I don't remember expansions being beta tested by normal players. Seems more likely the submit date on there is wrong. 
		
		
		
		
		
			
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			 Yeah, it was intentionally overtuned. Either for slowing down the top tier guilds or god/oow was intended to be released as a package depending on who you ask. Uqua was even more overtuned at release and got toned down a bit during the GoD time line. 
		
		
		
		
		
		
		A friend had over 100 raid hours in pre nerf uqua failing at barxxt and beating it first attempt after the retune ^^ SoE probably wasn’t ready to release qvic+ or at least not tacvi right away with the GoD release )  | ||
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			 Are you agreeing with me? As the mitigation data didn’t include what the tanks were wearing or the attack values of mobs. And the solution landed on was actually decidedly non classic - especially in terms of caps and returns - because an un-classic model using the mob stats we have gave closer results to classic data than using exact classic mechanics (as all mobs would have needed a revamp to adjust their melee stats to fit the classic formula). 
		
		
		
		
		
		
		This is why I use mitigation as my key example - it is purposely unclassic in actual mechanics in order to give closer to classic results (than what it was previously). You may be right that they’ve got the spells issues into the window of ‘close enough’ too.  | ||
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 I honestly think that at this points the term classic is meaningless, because no one has anything to accurately compare it to. The original game does not exist anymore. How does anyone know for certainty that the P99 devs didn't get 100% right on this or wrong on other things etc.  | |||
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						Last edited by long.liam; 05-15-2023 at 03:59 AM..
					
					
						Reason: Additional comments
					
				
			 
		
		
		
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			 Oh yea, my position is as ethereal as the reality of ‘classic’ itself. Certainly I originally reposted this classic comment from casters realm as it does go against a certain narrative on the forum that charm was basically unused back in 1999 - the post clearly showed it worked at some level. 
		
		
		
		
		
		
		I do concede that implementation here is unlikely perfect BUT I do think it is functionally sufficient. There are certainly things I’d place at a higher priority (particularly getting newbie yards working classically - making it impossible to spawn camp and making it so newbie yards are full of mobs when overcamped but not overfull of mobs when undercamped). Honestly fixing newbie yards would be my #1 desire preceding green 2.  | ||
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 It was a really elegant solution.  | |||
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			 It has been posted before. The devs mentioned wishing they had time to fix newbie yards before green was released. Maybe it is forgotten again. 
		
		
		
		
		
		
		I just recorded a quick lofi video demonstrating the mechanic. Jump to 1:05 for the good stuff... apologies for not muting combat music!  | ||
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						Last edited by Jimjam; 05-15-2023 at 08:25 AM..
					
					
				
			 
		
		
		
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