#151
|
||||
|
Quote:
| |||
|
#152
|
||||
|
Quote:
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
|
||||
|
Quote:
| |||
|
#154
|
|||
|
dumb
af
| ||
|
#155
|
|||
|
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
|
|||
|
Time to delete my monk and make an SK to pull with
| ||
|
#157
|
||||
|
Quote:
so if I'm reading this code right the max dmg on any weapon classes can use by level are:
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
|
||||
|
Quote:
| |||
|
#159
|
||||
|
Quote:
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
|
||||
|
Quote:
Something in the middle would be much appreciated! | |||
|
|
|