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  #131  
Old 05-31-2011, 12:58 PM
Ripp Ripp is offline
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Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
Because then where would you draw the line? Class-based XP penalties were removed later. They just served to aggravate players (mostly hybrids). Why include those in P99? Because you can't cherry pick. This server is about recreating Classic EQ as close as possible, aside from differences in the client and player experience/knowledge that they clearly have no control over.

And that means taking the bad with the good. Not just cherry picking the good things.
There are many things in game right now that are not supposed to be there according to the "Classic" vision, correct? So, what do they do about those?

IMHO, it doesn't make any sense to implement changes (mistakes) that are just going to be removed later. That seems like just a waste of time in the name of "Classic" when they could be focusing on fixing/improving things.

I understand the idea of wanting to get close to Classic, but I don't understand the impossible idea of reliving Classic. It simply can't be done.

So with that in mind, it seems like it would make more sense to bypass temporary bad changes to code and focus on improving the server.

Once again, just my two copper...
  #132  
Old 05-31-2011, 01:06 PM
YendorLootmonkey YendorLootmonkey is offline
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Quote:
Originally Posted by Ripp [You must be logged in to view images. Log in or Register.]
There are many things in game right now that are not supposed to be there according to the "Classic" vision, correct? So, what do they do about those?
List any of these things that aren't limitations of the client software, with appropriate evidence that they are not as they were at this point in the original timeline, and the volunteers that run the server will add it to their vast list of things to do. Simple as that.
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  #133  
Old 05-31-2011, 01:14 PM
Skope Skope is offline
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Quote:
Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
List any of these things that aren't limitations of the client software, with appropriate evidence that they are not as they were at this point in the original timeline, and the volunteers that run the server will add it to their vast list of things to do. Simple as that.
Variance.

What did i win?
  #134  
Old 05-31-2011, 01:26 PM
thefloydian thefloydian is offline
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Quote:
DoT Changes:

* If the monster is in melee with you, there is no change to how a DoT spell works.
* If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
* If the monster is moving when the damage from the DoT is applied (happens every few seconds), it will take 66% of the damage that it would have taken.
* DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.

Sorry if I'm an idiot, but I'm having a hard time understanding this. It says when monsters are feared the dots aren't affected, but then the next few lines seem to contradict this information.

Does fear kiting still work as it did before?

Also, in terms of the modified duration, does time spent feared count toward the 18 seconds?
  #135  
Old 05-31-2011, 01:27 PM
YendorLootmonkey YendorLootmonkey is offline
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Quote:
Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
Variance.

What did i win?
How do you know it isn't at the bottom of their list of things to do? [You must be logged in to view images. Log in or Register.]
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  #136  
Old 05-31-2011, 01:34 PM
Skope Skope is offline
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Quote:
Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
How do you know it isn't at the bottom of their list of things to do? [You must be logged in to view images. Log in or Register.]
Because if implementing a classic experience is what they're after then that's the single biggest problem they'd have.
  #137  
Old 05-31-2011, 03:47 PM
kanras kanras is offline
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Re: Aggro. There was a bug causing primary slot double attack (and triple attack for 60 warriors) to not generate aggro or be able to be riposted. That bug was fixed, so that's why you're seeing melee generate considerably more aggro post-patch.
  #138  
Old 05-31-2011, 04:25 PM
Akpainter Akpainter is offline
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I want an Oompa Loompa now!

Dont like some of the changes but the server is still kick ass, thanks for the work!
  #139  
Old 05-31-2011, 08:03 PM
baalzy baalzy is offline
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  #140  
Old 05-31-2011, 08:27 PM
Sihaya Sihaya is offline
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Hmmmm
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