#1
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Mez/Charm immunity is not classic
After another frustrating run-in with the horribly unclassic Plane of Sky mobs I thought I'd try this again.
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http://www.therunes.net/forums/viewtopic.php?f=5&t=2198 Quote:
http://eqdiary.tripod.com/quests/slows.htm http://eqdiary.tripod.com/quests/velious_slow.htm http://eqdiary.tripod.com/quests/plane_slows.htm This list includes: pretty much all Dragons including Trakanon, most epic mobs including the Tangrin (currently slowable), all the bosses in CoM (Rak is currently stunnable making that fight much easier than on live), Gorgalosk and Gwan in Sky (but not anything else, which goes with the other stuff I'm about to post). http://thornoohaha.guildportal.com/G...opicID=2080508 Quote:
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http://www.angelfire.com/freak/eqjon...planeofair.htm Quote:
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conclusion: everything other than a very small set of mobs need to have all of their mez/slow immunities removed. I understand that you flagged sky as charm immune due to IB killing shit with the OP classic charm. But most guilds can legitimately clear sky anyway now. Meanwhile Sirran the Lunatic is still being used by everyone (including us) to blow up 32khp bosses in 15 seconds.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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Last edited by Splorf22; 03-07-2013 at 09:33 PM..
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#2
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Honestly, charm probably needs to be looked at and redone again whenever the 255 cap with resists is addressed.
Level difference should be the most important factor -- not Charisma or Magic Resistance. Charm should have way more short duration breaks when the level disparity between the NPC and the Enchanter become smaller. | ||
#3
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1. 2.5 minute personal estimate (I actually put the least value on the human memory, especially since early breaks will stick in the mind more) 2. "at L45 your charmed pet could kill two opponents before charm broke". If we assume he was charming L35 mobs with 1500 hp and doing 20 dps that equates to 150 seconds of fighting time and 30 seconds of finding a new target, for an average charm of 3 minutes 3. At 55 charming L45 mobs with 6000 hp and 30 dps that equates to 200 seconds, or just over 3 minutes 4. At 55 charming a hasted L45 pet against two opponents 6000 hp and 45 dps that equates to 266 seconds of combat plus say 30 seconds between fights that is 6.5 minutes. Of course its possible that mobs did a bit more damage, but basically it seems pretty likely that during classic an enchanter could hold a low-mid dark blue for 3-4 minutes on average and 5+ minutes semi-regularly. In fact current P1999 durations (something like a 90% chance for a 0-8 minute charm and a 10% chance for a 8-15 minute charm) would match Xornn's account quite well. I agree that charm is simply OP right now, and mindnumblingly OP before, but I think it is classic. No one ever accused Verant of being game balance geniuses. We can debate the relative effect of level and charisma, but I'd rather do that in another thread [You must be logged in to view images. Log in or Register.]
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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Last edited by Splorf22; 03-07-2013 at 11:08 PM..
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#4
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Also I'd like to add Ploktor pointed out that most mobs in sky are immune to Snare. The guide I linked to specifically mentions snaring stuff. Again, before this patch Verant simply didn't have the means to give mobs specific immunities.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#5
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Xornn's post was made after the resistance changes sometime between November 14, 2001 and February 12, 2002.
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#6
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My point is that classic EQ had a TON of situations where certain abilities or classes could do things that probably weren't intended or expected, but figuring that stuff out and pulling it off was a ton of fun. If the staff here is going to concern themselves with unclassic balance issues, such as leaving a bunch of sky stuff immune to mez/charm for the sake of not trivializing the zone, then they might as well be revamping class balance and removing xp penalties and nerfing donals bp/puppet strings/etc right now instead of waiting on some arbitrary-ish timeline (or just never adjusting at all). | |||
Last edited by Tecmos Deception; 03-08-2013 at 10:04 AM..
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#7
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#8
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Charm is definitely way more powerful here than live... I'm not sure if it's simply matter of duration (or if that's even the issue at all). Back during Velious my perma groupmate was a very well geared, very skilled enchanter. We would have him charm for DPS as often as possible, but keeping a Bok in Seb perma charmed while 2-3 man farming proved to be a resource drain (although a huge dps boost). For one... lull was much more unreliable. Additionally, mobs just seemed to do more dps to players.
There's some mechanic here that makes it different, but pinpointing it exactly is difficult. | ||
#9
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1) Xornn hit 55 1 month after the resistance changes, so presumably he was leveling during velious with the older code 2) I don't see why the resistance code changes would matter as they primarily affect very high level mobs who would not be charmed anyway (clearly Xornn was not charming Lord Nagafen for his XP) 3) What is trivializing plane of sky right now is sirran the lunatic. Of course the queen bee is doing 3x what her classic damage should be anyway. Anyway I agree that charm here is OP, but I think it was on Live too. Especially there are two huge nerfs to enchanters (the inversion of the bash/kick ratios and the nerf to durations) that brought it down to be much more reasonable than it used to be when Kunark came out. Quote:
http://web.archive.org/web/200212310...ame=Lull&type= Which indicates that Lull did work, and worked better the better your charisma was. One thing that you might be right on is the damage to players. I don't think the effect of AC on this server is strong enough. I did some AC tests with both of my characters and Sakuragi was mitigating something like 15% more damage per swing at 1050 AC compared to Loraen at 700AC. That really doesn't jive with AC being such a god stat for classic EQ. Also I remember L50 mobs used to hit for 150+5/level rather than 140+4/level. Why was that changed? It would balance charm soloing quite a bit if enchanters were taking 15% more damage per swing from charmed pets; that adds up fast. http://www.project1999.org/forums/showthread.php?t=6733 Also this test (from PoP era sadly) suggests that charm should be resisted occasionally! This is a big deal because it effectively ups the mana cost, which would jive with your memory. The biggest problem with charm on this server IMO is the very low mana cost which allows enchanters to go all day, not the duration. As long as you guys are going to hijack my thread to a charm duration thread, i might also point out that currently when charm breaks there is almost no aggro. It should be very large according to Xornn.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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Last edited by Splorf22; 03-08-2013 at 01:05 PM..
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#10
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