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  #71  
Old 12-02-2014, 07:40 PM
alaiwy0503 alaiwy0503 is offline
Sarnak


Join Date: Apr 2012
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Who says a caster should be dominant in PvP by themselves.

Strength comes in numbers.

Necro's are not WoW warlocks here.

You want some hardcore one on one? Use /duel on blue.

You sure whine like a blubie.

H
Thank you Haynar.
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  #72  
Old 12-02-2014, 08:10 PM
Vexenu Vexenu is offline
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Join Date: Feb 2012
Posts: 1,213
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I haven't tried these new melee hitboxes yet so I can't comment on how classic they are, but I can say that back in the day jousting was definitely something that required a lot of skill and practice to be good at. If you didn't have a decent-to-good ping and FPS skills, you simply weren't going to hit anyone. Melees were literally unplayable in PvP for a lot of players who either had high pings or no FPS skill. I distinctly remember running circles around people (often literally circle strafing them, this was back when you pretty much had to play in first person), fighting 3-4 guys at once and barely taking damage just because they couldn't time their jousts properly. It was the major overriding factor determining one's success in PvPing with a melee or hybrid, far more than even gear or advanced game knowledge. It was a regular occurrence for overgeared melees in raiding gear (who spent most of their time raiding/farming) to get clowned in 1v1s by guys with less gear but better jousting skill (who spent most of their time PvPing).

As far as melee interrupting casts, I would estimate that with fast-hitting weapons and haste a dual-wielding melee would interrupt about 20-25% of typical 3-5 second spell casts. In order to reliably interrupt you needed a Bash, or else multiple melees on a single target. Also, player AC on live was definitely a factor. It was harder to hit plate wearers than casters, and harder to hit them for max damage. And you'd hit casters a lot more (percentagewise) and for higher damage, but would still regularly miss. As a reference, just going by memory, I would say that miss rates and damage when attacking plate classes in PvP was similar to the miss rates when attacking a high dark blue con mob, chain and leather classes a low dark blue mob, while casters would be similarly to attacking an XP green con mob.

The resist changes also sound classic. Anything over 120 in FR/CR should result in a ton of partials and outright resists. It was rare to have a nuke land for full with that much resist, probably only a 5-10% chance. Full resist chance would be like 30%, with the remainder partial resists of greater or lesser value.
  #73  
Old 12-02-2014, 08:53 PM
Silent Silent is offline
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Join Date: Feb 2013
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Krazy from what I have seen, Hitting sitting targets you no longer max and its just another random damage value. I do not know if this is a blue thing, or if it will be patched into red. I double backstabbed a sitting mage for 131 120, tested it more then a few times no max damage. It is hard to get a feeling for red pvp because of all the blue mechanics currently mixed in.
  #74  
Old 12-02-2014, 09:37 PM
Bazia Bazia is offline
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Join Date: May 2011
Posts: 4,152
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Yeah I'm really hoping it's blue mechanics leftover because if not there is alot of strange things going on.
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