#271
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Quote:
More of that guide only echos Xornn's guide, p99 guides, and what I've been saying in here. Talks about the power of charm, the use of root and stun and aoe mez, etc etc. It also provides evidence supporting why charm wasn't MORE heavily used, even though the enchanters writing these guides specifically talk about how powerful charm is. Chanters back in the day had it in their heads that they were primarily for support. The game manual said so. Classic RPG knowledge of a spellcaster whose spells were buffs and debuffs and whose nukes were less effective says so. Their group mates said so when the warrior was awed at his 25 dps with haste and when the cleric didn't have to help root CC because the chanter could handle ALL of it. They didn't understand the opportunity cost though. Old chanter guides talk about slowing every mob (even guides written for level 20 and under characters). About chain stunning to help the healers. About using cripple line of spells to make tanks take less damage. No wonder they didn't have the time or mana to keep a low blue or even a high green con charmed for extra dps. They NEVER say "don't charm in groups because it breaks too often and you can't get it back under control due to stun and mez resists and you'll oom trying to handle charming while doing even minimal buffing and CC in addition." They say stuff more like "don't charm in groups because it uses up healer mana" or "don't charm in groups because you should focus on CC and buffs/debuffs" or "I like to nuke stuff sometimes" or whatnot. | |||
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#272
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Edit: nevermind, fake post
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Last edited by Dolalin; 11-19-2019 at 09:36 AM..
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#273
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That test has to be fabricated.
Approximately 3000 charms at an average duration of 200 seconds? That's 166 hours of sitting there waiting for charm to break. That's weapons-grade autism we don't even have on the p99 forums. And only a fucking retard would claim that 3000 charms isn't an enormous sample size. | ||
Last edited by Tecmos Deception; 11-19-2019 at 09:29 AM..
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#275
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Okay I found a more realistic one:
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Last edited by Dolalin; 11-19-2019 at 10:07 AM..
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#276
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kul69 is mad, bad and sad
move to resolved | ||
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#277
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Quote:
Good finds though. I'm awful at digging up posts if I have to use wayback to find them [You must be logged in to view images. Log in or Register.] Going down that thread he tests against a level 50 mob: Quote:
Note how HUGELY +40 magic resist affected charm durations. Now, charm naysayers, imagine if you can that was a -33 (highest classic tash) or -93 (highest classic tash+malaise) instead of a +40 and take a wild guess how well the charms would have stuck on live, from a 58 enchanter to a 50 mob, in classic era, without even using -mr pet gear (which could be another -30 in classic or even -50 in kunark/velious if you're serious enough about it). | ||||
Last edited by Tecmos Deception; 11-19-2019 at 10:13 AM..
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#278
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I played in classic.
People thought being in the "spawn radius" would stop nameds from spawning, there was a secret banker in befallen that would let you change copper in plat, and we were casting harmony on casters because it improved their manaregen. One day I went with a friend to Rathe Mountains, to see if we could take hill giants to take falling damage. We still played better then kul69. | ||
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#279
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I really don't understand the obsession with data for charm. Is it not clear that it's so incredibly strong that it has had a large and negative impact on the community for a long time now? Should be a common sense change under the "Vision of classic" clause.
Don't care if values are 100% accurate, it's destructive and wouldn't have been allowed to have the impact that it has now in era 1999. | ||
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#280
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Wow great find dolalin and fascinating. Actually very close to charm durations here based on testing done in past given he wasnt tashing and such. And wow, shocking that charisma there basically did nothing in either test. Opens up some questions about charisma here but also pretty much took the already abused remains of kuls arguments to the slaughterhouse
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Blue
-Propo Fol, Enchanter -Adeno Sine, Monk <Azure Guard> Green -Curare, Necromancer | ||
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