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#61
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I would suggest, if you want anything changed, start finding actual information from live or in 1999 and comparing it to here. The dev's aren't going to adjust this into E Z mode based on the complaints of 2 people in the last 6 months who only have their memory as proof and are still in their low teens. Another thing to note is that it is probably impossible to exactly replicate the combat system of live. I am sure things are *slightly* different but what is balanced is the difficulty. You are going through green mobs relatively easily, having a bit harder time with light blues, and struggling with blues, which is how warriors were back in the day.. | ||||
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#62
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Here, I also found this... most of the graphs don't work, but you can read through some of the math involved. It seems to agree with the sub-20th level damage being gimped because you're not getting some damage bonuses. Unfortunately, it doesn't talk about hit ratio... just the distribution of damage points inflicted per swing:
http://web.archive.org/web/200310070...ic.php?t=54615
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Another witty, informative, and/or retarded post by:
![]() "You know you done fucked up when Yendor gives you raid commentary." - Tiggles | ||
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#63
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President, a 35% miss rate could be expected with a level 12 character fighting against a level 12 mob, however, when your skills and ATK exceed the skills and AC of a MUCH lower level, or untwinked mob, you should be hitting them more often, and doing full damage more often, that is simply not the case here.
Do you not understand this concept? A mob of the equivalent level should be more difficult to hit, than a mob that's 7 levels below you. At that point, you outclass that mob by 35 points in the skill, which SHOULD grant some kind of bonus to hit the damn thing. Which is why, in LIVE EQ, in 1999, I was able to successfully solo a warrior to level 23 before HAVING to group just to progress. Otherwise, why is it that you are level 5, you cant solo a level 12 mob? You cant even hit the thing and you get assraped... Face it, something isnt right with the system the way its setup. Mathematical equations are supposed to work from both ends. In this case, 5X = 25 should also mean that 25/X = 5.. That equation goes both ways, However, the way the thing is currently set up, it looks more like 25/X = (Z) any random number you feel like putting there. Mathematically, the hit/miss soloution simply does not track correctly, and since the results are wrong, the method used to compute the results must be wrong. It has to be wrong, because it is NOT consistent. The only thing that makes me more likely to beat a lower level enemy at this point is simply the number of hitpoints I have, or wether I have the doge/parry skill that I did not used to have at level 5 when I first started killing these gnolls. 7 levels later, they can still do significant damage before they die, simply on account of the number of times that I miss them. Skills aside, if you take away 7 levels worth of HP and leave the skills/abilites at level 12 levels, I'd still be at risk of dying while fighting them simply because I cant hit them. Im sorry math and logic isnt your strongest point with regards to this issue, but the fact remains that mathematically, the system just doesnt add up correctly like it did in live. Here's a challenge directly to your line of logic... Find some pics or data from live that prove ME wrong, since the mathematical aspect alone should be more than enough to prove me right... I mean hell, just as a joke, the GM's should spawn a decaying skeleton with 5000 hp and let a pure melee level 50 char with no buffs or stat boosting gear (just FS or bronze armor, and a FS or bronze weapons of choice and with all relevant weapon skills/stats at max) fight it just to count the hits/misses. That alone should prove my point. The skeleton will hit way too often, and the player will probably miss often enough to get killed. | ||
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Last edited by Morndenkainen; 05-18-2010 at 11:50 PM..
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#64
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#65
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On second thought, would any dev or GM take this seriously enough to test it and post the results just to see if im right about melee being broken all the way to the top of the level bracket??
Spawn a level 1 decaying skeleton with 5000 hp and let a pure melee level 50 char with no buffs or stat boosting gear (cloth armor and rusty weapons) fight it just to count the hits/misses. and only level 1 skills allowed. No dual weild, no double attack, no level 50 kick, riposte, bash, disarm, ect... That alone should prove my point. The skeleton will hit way too often, and the player will probably miss often enough to get killed. Yeah, I know the fight will take forever, but that will give you plenty of time to generate an accurate hit/miss ratio. Im sure we can all agree that the miss rate for the level 50 attacking the level 1 should be 5% or less, and the skelly trying to hit the level 50, should be missing atleast 95% of the time. Then, reduce the char level by 10, and the skelly HP by 1000, rinse and repeat, to find out exactly where the chain is broken from. Im sure at some point, you will see a HUGE spike in the miss rate, and that itself should tell you what's broken and where.. I know its work, but isnt everything? | ||
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Last edited by Morndenkainen; 05-19-2010 at 12:21 AM..
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#66
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Nothing you have posted so far would be enough for a dev to overhaul the entire melee system. You have only compared what you see now to your "memory." Considering you claim to have solod to level 23 as a warrior on classic, your memory has lost a lot of credibility because no one in their right mind would do that.
Check out the fixed bug section on the forums. What gets attention? People that post information comparing FACTS from live classic, to facts here. Dev's more than likely are not going to attempt to overhaul the entire combat system based on two peoples memory when no one has complained after they fixed melee 6 months ago. Anyway, I am done trying to give you advice on what you need to find to actually get action on this post. Your latest pathetic attempts at insulting me have made me realized I would rather just see you quit over this than have another temperamental baby on the server. | ||
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#68
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This is one of those things that is tested every day, day in, day out, by every one on the server. I guarantee if this was actually an issue it'd be talked about at every opportunity. It's not against the rules to post something like this, but a better idea would have been to post it in the Server Chat forum and get feedback from other players instead of wasting time here.
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#69
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#70
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And the problem with your logic is that it isn't just one player whining. It's pretty much every untwinked melee toon. Misses ARE out of line with live, for all classes. It's worse for pure melees, because they don't have spells to fire off when they get sick of whiffing 12 times in a row against greens. Decaying skeleton is actually a good example. On live, when my druid was level 9, he could melee kill that particular mob in no more than 3 hits, sans damage shield. Here, it could take 20, using the same gear I had on live at the time (cloth armor drops and a jaggedpine crook). Conversely, on live, if I went /afk with a damage shield on, and said mob aggroed me, I could come back and it would still be whiffing. Whereas on P99, I can aggro every skellie in the zone and alt tab out refresh the forums, come back, and loot 10 corpses, who each connected with all of their hits and were destroyed by the DS. Try to understand, not everyone has a faulty memory. Bugs have been posted regarding this issue several times, and I'm sure it's being looked at. It's just a huge pain in the ass for pure melees at this time. Especially warriors using 2 handers. Now, here's another question, specifically to Nilbog. Aren't weapons with longer delays coded to miss less? If not, what is the incentive to use one? Isn't the damage bonus moot if the attack doesn't land? | |||
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