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  #151  
Old 02-15-2017, 05:15 PM
xplit871 xplit871 is offline
Aviak


Join Date: Aug 2013
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Quote:
Originally Posted by Chloroform [You must be logged in to view images. Log in or Register.]
Are you excited for tov?
I think a NTOV crawl like it was done on live in classic would be awsome. Yes I really hope that becomes a reality on this server, I just won't hold my breathe on it.
  #152  
Old 02-15-2017, 05:26 PM
Daldaen Daldaen is offline
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Join Date: Jun 2010
Location: Kedge Keep
Posts: 9,062
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Quote:
Originally Posted by xplit871 [You must be logged in to view images. Log in or Register.]
I think a NTOV crawl like it was done on live in classic would be awsome. Yes I really hope that becomes a reality on this server, I just won't hold my breathe on it.
We crawled from Triplets down to Lord Kreizenn and killed him just outside of his lair. I got quite immersed.

Then we pulled Vulak up to the Triplets room and killed him in there. Was at maximum immersion.

Both of those mobs had sat up for around 20 hours by the time we killed them. Was a pretty classic experience all around.
  #153  
Old 02-15-2017, 05:41 PM
xplit871 xplit871 is offline
Aviak


Join Date: Aug 2013
Posts: 55
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
We crawled from Triplets down to Lord Kreizenn and killed him just outside of his lair. I got quite immersed.

Then we pulled Vulak up to the Triplets room and killed him in there. Was at maximum immersion.

Both of those mobs had sat up for around 20 hours by the time we killed them. Was a pretty classic experience all around.
Damn that sounds awsome!
  #154  
Old 02-16-2017, 11:26 AM
Alukardo666 Alukardo666 is offline
Orc

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  #155  
Old 02-16-2017, 02:16 PM
demonstar55 demonstar55 is offline
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Join Date: Mar 2011
Posts: 21
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I didn't read all 17 pages, but I didn't see any answer about the damage cap changes. Now I can't say for certain how exactly haynar implemented them for p99, but they should be functionally identical to how I did for EQEmu :P

Basically, the base damage on weapons is capped. (It shouldn't cap archery/throwing or any skill attacks AFAIK)

https://github.com/EQEmu/Server/blob...tack.cpp#L1092

Those are based on live client, I checked several older clients and they stopped at the level >= 40 branch (line 1108)

This shouldn't nerf anything, it MAY have an effect on twinks though, but I don't think there is anything hitting the new caps that weren't hitting the old, incorrect caps.
  #156  
Old 02-16-2017, 06:31 PM
luciusslayer luciusslayer is offline
Kobold


Join Date: May 2015
Posts: 195
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Time to delete my monk and make an SK to pull with
  #157  
Old 02-16-2017, 07:17 PM
Lobus Lobus is offline
Sarnak


Join Date: Jun 2016
Posts: 215
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Quote:
Originally Posted by demonstar55 [You must be logged in to view images. Log in or Register.]
I didn't read all 17 pages, but I didn't see any answer about the damage cap changes. Now I can't say for certain how exactly haynar implemented them for p99, but they should be functionally identical to how I did for EQEmu :P

Basically, the base damage on weapons is capped. (It shouldn't cap archery/throwing or any skill attacks AFAIK)

https://github.com/EQEmu/Server/blob...tack.cpp#L1092

Those are based on live client, I checked several older clients and they stopped at the level >= 40 branch (line 1108)

This shouldn't nerf anything, it MAY have an effect on twinks though, but I don't think there is anything hitting the new caps that weren't hitting the old, incorrect caps.

so if I'm reading this code right the max dmg on any weapon classes can use by level are:
  • Level <10
    • Caster - 6
    • Priest - 9
    • All Else -10
  • Level 10-19
    • Caster - 10
    • Priest - 12
    • All Else -14
  • Level 20-29
    • Caster - 12
    • Priest - 20
    • All Else -30
  • Level 30-39
    • Caster - 18
    • Priest - 26
    • All Else -60
  • Level 40+
    • Caster - 40
    • Priest - 80
    • All Else -200

Yeah so no melees should have seen a hit and the only possible issues would be twinks with high dmg weapons in <lvl40... I guess priests who are trying to melee in the early levels might be a little SOL but they can switch to lower dmg weapons with similar ratios and have less time to cast between swings
  #158  
Old 02-16-2017, 07:20 PM
demonstar55 demonstar55 is offline
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Join Date: Mar 2011
Posts: 21
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Quote:
Originally Posted by Lobus [You must be logged in to view images. Log in or Register.]
so if I'm reading this code right the max dmg on any weapon classes can use by level are:
  • Level <10
    • Caster - 6
    • Priest - 9
    • All Else -10
  • Level 10-19
    • Caster - 10
    • Priest - 12
    • All Else -14
  • Level 20-29
    • Caster - 12
    • Priest - 20
    • All Else -30
  • Level 30-39
    • Caster - 18
    • Priest - 26
    • All Else -60
  • Level 40+
    • Caster - 40
    • Priest - 80
    • All Else -200

Yeah so no melees should have seen a hit and the only possible issues would be twinks with high dmg weapons in <lvl40... I guess priests who are trying to melee in the early levels might be a little SOL but they can switch to lower dmg weapons with similar ratios and have less time to cast between swings
Yes, and those tables you just listed were there in kunark (at least I could verify) and changed with the release of like OoW I think. Either way, those were the tables for very long. It's just an anti-twink measure.
  #159  
Old 02-16-2017, 07:28 PM
Lobus Lobus is offline
Sarnak


Join Date: Jun 2016
Posts: 215
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Quote:
Originally Posted by demonstar55 [You must be logged in to view images. Log in or Register.]
Yes, and those tables you just listed were there in kunark (at least I could verify) and changed with the release of like OoW I think. Either way, those were the tables for very long. It's just an anti-twink measure.
love how they anti-twinked the dmg part of the equation and didn't adjust delay...

I would say a jade mace 9/18 is way more disruptive than a high damage / high delay 2hander like A Weighted Axe 45/150
  #160  
Old 02-16-2017, 11:41 PM
voxxy voxxy is offline
Skeleton


Join Date: Dec 2014
Posts: 16
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
It does. But i think it needs work.
Thank you Haynar, gives me hope that some additional tweeks will be made to FD. Someone earier in the thread said FD splitting went from super easy to super hard, which I agree with.

Something in the middle would be much appreciated!
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