View Full Version : Patch Questions/debate....anyone know?
Genedin
12-01-2014, 10:57 AM
I've been pretty behind on this stuff. This patch looks awesome and I know some of you pals are a lot more in the know on stuff like this than I.
Does anyone have answers or speculations on these changes?
Haynar: Revamped Attack Speed, Double Attack Chance, Dual Wield Chance, based on Torven's data. I assume nerfed?
Haynar: Lowered the debuff bonus for PvP debuffs. Any numbers?
Fixed issues associated with dispell spells being resisted../Added spell counters to function with cancel magic spells. - Does this mean they can be resisted like in classic now? Or they were somehow already being resisted?
(PVP) Adjusted null's resist system for PvP. wut?
(PVP) Moved PvP client vs client mitigation to RealAC calc based formula. - I thought they already patched AC last patch?
Pikrib
12-01-2014, 11:03 AM
Debuff spells are +50% I believe.
Ex.
So lets say a tash or malo line spell in pve reduced MR by 50. That same spell in PVP will reduce targets MR by 75.
Kergan
12-01-2014, 11:07 AM
That is what they were in classic but is it confirmed that is what they are post patch?
Haynar
12-01-2014, 11:20 AM
I had debuffs at one point +200%. They were lowered to a 100% bonus.
So I will clear that up in notes.
Nirgon
12-01-2014, 11:27 AM
Don't think Haynar is saying "no tweaks ever in the future" either. We'll all be testing this one way or another as we go forward and getting tons of results to compare.
I'm excited to at least have something different in the pvp meta game going.
Druids actually being support in high end pvp instead of 80% damage wizards with way too many other tools is much better.
Shamans/necros no longer suspect to chain draught/non lure nuke bull shit will be muuuch stronger.
Jousting will actually take skill... it sort of did before... but :). Also barely even being able to see a melee chasing me in my rear view that is landing every single hit should be a thing of the past.
All necro dots actually showing up without zoning has plagued us since day 1 and appears to be a thing of the past.
Lots of gifts for a server that thought it would never see any.
Really glad Haynar took a liking to laughing at our crazy community and reading our posts.. who woulda thought all this would come one day out of nowhere.
SamwiseRed
12-01-2014, 11:28 AM
https://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gifhttps://31.media.tumblr.com/3c6b09dffbd36c514dacef6917c36c10/tumblr_inline_nexzg3HQwx1ry9oeo.gif
Genedin
12-01-2014, 11:29 AM
Well that clears up one question, thanks for the response and your hard work.
Genedin
12-01-2014, 11:31 AM
Don't think Haynar is saying "no tweaks ever in the future" either. We'll all be testing this one way or another as we go forward and getting tons of results to compare.
I'm excited to at least have something different in the pvp meta game going.
Druids actually being support in high end pvp instead of 80% damage wizards with way too many other tools is much better.
Shamans/necros no longer suspect to chain draught/non lure nuke bull shit will be muuuch stronger.
Jousting will actually take skill... it sort of did before... but :). Also barely even being able to see a melee chasing me in my rear view that is landing every single hit should be a thing of the past.
All necro dots actually showing up without zoning has plagued us since day 1 and appears to be a thing of the past.
Lots of gifts for a server that thought it would never see any.
Really glad Haynar took a liking to laughing at our crazy community and reading our posts.. who woulda thought all this would come one day out of nowhere.
can you elaborate on this? as a professional wizard and smasher of two buttons I would like to know
Smedy
12-01-2014, 11:33 AM
Debuff spells are +50% I believe.
Ex.
So lets say a tash or malo line spell in pve reduced MR by 50. That same spell in PVP will reduce targets MR by 75.
can confirm, played mage on live and the buff for pvp on the debuffs were indeed 50% and not 100% either way, good fixes.
it absolutely haunts me having to joust with 200 ping with the smaller hitbox, but i hope to adapt to this, i just have to predict the movement about 0.2second before it actually happens on my screen, no problemo i am after all swedish and better than most of ya'll at what i do, now i am off to club some seals
Thrilla
12-01-2014, 11:44 AM
can you elaborate on this? as a professional wizard and smasher of two buttons I would like to know
if resists were tweaked then wizards will be forced to use lures, last pvp patch there were more partials but still not live status, if its anythig close to that a draught will do 200 dmg, no reason to cast that when you can lure for 552.. makes wizards more inefficient also
necros might have their day in the sun yet!
Smedy
12-01-2014, 11:47 AM
Isn't lifetaps suppose to heal for PVE damage whilst doing pvp damage to target in pvp situations? i'm pretty damn sure that was the case on live
Example:
Your lifetap does 500 damage in PVE
You cast it on a player in PVP it does 330 damage (33% reduction for pvp or whatever we have here)
But the healing amount for the caster would still be 500 hp.
Confirm/deny is this implemented or is it still broken? Necro is an awesomelly fun class to play when they work, so versatile can literally do anything in a group.
Runya
12-01-2014, 11:47 AM
^ terribly excited to tashan someone
Thrilla
12-01-2014, 11:55 AM
Isn't lifetaps suppose to heal for PVE damage whilst doing pvp damage to target in pvp situations? i'm pretty damn sure that was the case on live
Example:
Your lifetap does 500 damage in PVE
You cast it on a player in PVP it does 330 damage (33% reduction for pvp or whatever we have here)
But the healing amount for the caster would still be 500 hp.
Confirm/deny is this implemented or is it still broken? Necro is an awesomelly fun class to play when they work, so versatile can literally do anything in a group.
Still broken. Have not been able to provide prof, so it remains unchanged. Community is split on whether its working as intended. Lifetap is a HEAL, Superior Healing doesn't heal for 66% does it? :P that's a battle for another day
Nirgon
12-01-2014, 12:07 PM
Isn't lifetaps suppose to heal for PVE damage whilst doing pvp damage to target in pvp situations? i'm pretty damn sure that was the case on live
Example:
Your lifetap does 500 damage in PVE
You cast it on a player in PVP it does 330 damage (33% reduction for pvp or whatever we have here)
But the healing amount for the caster would still be 500 hp.
Confirm/deny is this implemented or is it still broken? Necro is an awesomelly fun class to play when they work, so versatile can literally do anything in a group.
If you broke a rune with a necro tap, youd only get the amount it actually did in damage back.
So.
Damage done = damage healed.
This is another reason people drained pets in necro botb... full returns on heal... full damage done to pet... getting their pet down obviously important too for sealing win :).
Would never ever refuse Thrilla otherwise but I got drained by necros a lot in my day (best EQ pal was one) and had a wiz epic. Kringe's 2 cp is appreciated as well. I could be wrong of course but I'm real solid on this one. I know the vexing/bond/vamp/sk epic should heal for full.
Thrilla
12-01-2014, 12:09 PM
yea, it could just be a illusion hard to remember
but with melee's hitting so hard, never missing, and spells doing so much damage I guess it's easy to mistake how effective a 220ish point lifetap would have been on live without all that stuff
Nirgon
12-01-2014, 12:14 PM
^ yes exactly
Survivability is way off. For now.
Smedy
12-01-2014, 12:17 PM
what u talking about, insta death from kunark rogue is classic (HEH)
Genedin
12-01-2014, 12:19 PM
I'm really hoping this AC and all around melee change will fix some of this.
I distinctly remember tanking two rangers at once on my shaman and not dropping like a rock like on this server....also not getting double backstabbed for 400+ almost every time on a 1k+ AC warrior would be nice.
Burgerking
12-01-2014, 12:55 PM
yea, it could just be a illusion hard to remember
but with melee's hitting so hard, never missing, and spells doing so much damage I guess it's easy to mistake how effective a 220ish point lifetap would have been on live without all that stuff
Yea Nirgon is right used to tell our friends not to be tapwhore, and tell um to stay oor for a necro we we're group ganking. Let the necro tap the wiz and enc while the shaman stayed back abit, because they regained no HP's vs skin.
With new dispel mechanics and counters on MR dispels necro's gonna be a lot better, takes a double pumice to remove allot of stuff and will take buffs before it gets some dots off. But I agree not gonna matter much if melee's are hitting the way they are, fuck a deflux when u got one shotted by a rogue. Hopefully AC mit and Dual Wield, doubleattack rates will have corrected most of this.
But I didn't get to test melee attacks.
Overall Grats to Haynar for allot of hard work. Special thanks to Nirgon and Colgate for helping to test allot of this stuff before it was implemented.
karsten
12-01-2014, 01:16 PM
how much time did you allot to your testing
stubz
12-01-2014, 01:22 PM
Anyone even able to get in? I updated the spell files and get instant disconnect after char select screen.
Smedy
12-01-2014, 01:45 PM
how much time did you allot to your testing
lol'd
also where was the invite to do testing? red99 is very biased and having 1 guilds top shift players do all the testing while the rest of the server is in the dark isn't a good idea, not saying nirgon or colgate would fuck you over but in general, not a good idea.
wouldn't want lasher to go in and test the druid epic so we have unlimited range unresistable druid click snares again in pvp now would we, good memories pals.... :)
derpcake
12-01-2014, 01:52 PM
pras the patch, pras the staff
Buzzed Killer
12-01-2014, 01:55 PM
I distinctly remember tanking two rangers at once on my shaman and not dropping like a rock like on this server
So you want to be able to tank 2 melees as a caster? That would be more fair right?
Genedin
12-01-2014, 02:00 PM
Forums infinitely better when you just put the shitty anon/alt/troll forum accounts on ignore before they get to 15 posts. Would suggest.
http://i.imgur.com/OJMxVsZ.png
Burgerking
12-01-2014, 02:01 PM
lol'd
also where was the invite to do testing? red99 is very biased and having 1 guilds top shift players do all the testing while the rest of the server is in the dark isn't a good idea, not saying nirgon or colgate would fuck you over but in general, not a good idea.
wouldn't want lasher to go in and test the druid epic so we have unlimited range unresistable druid click snares again in pvp now would we, good memories pals.... :)
Whoa nobody was assigned to testing, all we did was log on beta and test things and report back data. ANYONE could have done this. If you want more participation in testing than test and post on bug reports. It's not an exclusive club.
your mental capacity infests the pvp bugs forum too, we have seen you make posts which balantly disregards classic everquest in favor of your own class, raging about shit you have no fucking idea about, it's time to stop posting
You know all those bug reports that you were bitching about me for, yea those helped implement some of the things you saw in the patch. None of which helped my own class the shaman, if anything allot of them actually were bad for my shaman. If I didn't test full fire and cold resists on spells would have been set to 90 instead of 130 which is way closer to classic. On a Shaman 90 fire cold for full resists would have let me bone up on HP gear and put me in a much better spot but it isn't classic. Ultimate irony about your statement is the fact that you agreed with everything I said in bug reports but tried to use it as ammo for your trolling on RNF.
Next time instead of trolling, test and your input will be included.
Crazycloud
12-01-2014, 02:01 PM
Anyone even able to get in? I updated the spell files and get instant disconnect after char select screen.
stubs you have to log into the red server first with what char you want to play. After it D/Cs, you log into the velious beta server.
Nirgon
12-01-2014, 02:02 PM
lol'd
also where was the invite to do testing? red99 is very biased and having 1 guilds top shift players do all the testing while the rest of the server is in the dark isn't a good idea, not saying nirgon or colgate would fuck you over but in general, not a good idea.
wouldn't want lasher to go in and test the druid epic so we have unlimited range unresistable druid click snares again in pvp now would we, good memories pals.... :)
I dunno maybe if you don't give a shit you don't get an opinion? Testing has been possible to weeks by the public and has been strongly encouraged.
People who don't care, won't test, won't submit input... and then will complain?
Go ahead and test there still may be time. Most people will complain whether its custom, classic or just generally doesn't suit their interests. Classic is the best way to be impartial and succeed in delivering something that everyone can /shades and /dealwith.
I suspect a few tweaks in the future or special spell cases will be needed and can surely be accounted for and handled.
Nothing shady, nothing being done behind closed doors.
Colgate
12-01-2014, 02:05 PM
ya there's nothing exclusive about logging onto the beta server to test stuff then post about it in the 30 threads about this stuff in the pvp bugs section
Smedy
12-01-2014, 02:08 PM
not sure how many people i have to bring to this box to be one of those that qualifies as "giving a fuck"
either way, is there a test server i'm unaware of where the changes to live prior to the live boxes?
Smedy
12-01-2014, 02:09 PM
so velious beta is pvp test, gotcha.
didnt even know pvp code went into that box
Colgate
12-01-2014, 02:11 PM
ya just the normal velious beta server has all the red pvp changes
it's not pvp enabled, but you can /duel someone or find an arena to do the testing
Smedy
12-01-2014, 02:13 PM
good stuff gonna to some deep analysis with everquest scientists slathar and smallmee
Nirgon
12-01-2014, 02:13 PM
so velious beta is pvp test, gotcha.
didnt even know pvp code went into that box
Gotta keep up on your Bugs & Flames section dawg
Colgate
12-01-2014, 02:15 PM
I've been pretty behind on this stuff. This patch looks awesome and I know some of you pals are a lot more in the know on stuff like this than I.
Does anyone have answers or speculations on these changes?
Haynar: Revamped Attack Speed, Double Attack Chance, Dual Wield Chance, based on Torven's data. I assume nerfed?
Haynar: Lowered the debuff bonus for PvP debuffs. Any numbers?
Fixed issues associated with dispell spells being resisted../Added spell counters to function with cancel magic spells. - Does this mean they can be resisted like in classic now? Or they were somehow already being resisted?
(PVP) Adjusted null's resist system for PvP. wut?
(PVP) Moved PvP client vs client mitigation to RealAC calc based formula. - I thought they already patched AC last patch?
not sure about the attack speed, double attack, etc. changes
debuff bonus is 100% as haynar stated, so tashanian should remove.. 78 MR?
dispel mechanics will be more similar to live, where higher level buffs had more counters, different dispells had different strengths, there's a chance to simply not remove a buff and so it may appear to be "random" at times which buffs/debuffs get dispelled. pumice will be much, much weaker now and conversely enchanters will become much stronger.
resist code regarding fire/cold nukes is much more classic-esque. no longer are the days of lure of wildfire and lure of draught of ice. anything but actual lure spells casted on high level, geared players will most likely get partial'd to hell or flat out 100% resisted.
AC was not working whatsoever on red, but it's now working in pvp. melee damage in pvp is lowered across the board because of this, even on casters.
Nirgon
12-01-2014, 02:18 PM
lure of wildfire and lure of draught of ice - (c) Dr. Nirgon 2014
Smedy
12-01-2014, 02:18 PM
How much was the resist curve tweaked? On live you would resist almost 100% of magic based stuff (snare,blind, root etc) running at 90mr, you'd be completely immune at 120. has this curve been tweaked at all? getting tashed and having the unclassic resist curve might kill mass pvp more than we would want lol, its a snare/root fest again, what we all want is that classic long lasting mass pvp that was so addictive and actually took some skill and organization to deal with
Nirgon
12-01-2014, 02:19 PM
It's pretty close to that Big Smedy... would love for you to try it out and see wut u think
Smedy
12-01-2014, 02:21 PM
will do analysis, very excite over these changes, brings a classic forgotten joy to my old rotten heart
Colgate
12-01-2014, 02:23 PM
How much was the resist curve tweaked? On live you would resist almost 100% of magic based stuff (snare,blind, root etc) running at 90mr, you'd be completely immune at 120. has this curve been tweaked at all? getting tashed and having the unclassic resist curve might kill mass pvp more than we would want lol, its a snare/root fest again, what we all want is that classic long lasting mass pvp that was so addictive and actually took some skill and organization to deal with
as a monk, who has the most limited options regarding magic resist, i can get over 200 MR with GMR from an enchanter. even with tash, i'm still 100% immune to root, snare, etc.
i'm pretty sure it's classic for you to be susceptible to root and snare if tash'd and malo'd
Genedin
12-01-2014, 02:25 PM
not sure about the attack speed, double attack, etc. changes
debuff bonus is 100% as haynar stated, so tashanian should remove.. 78 MR?
dispel mechanics will be more similar to live, where higher level buffs had more counters, different dispells had different strengths, there's a chance to simply not remove a buff and so it may appear to be "random" at times which buffs/debuffs get dispelled. pumice will be much, much weaker now and conversely enchanters will become much stronger.
resist code regarding fire/cold nukes is much more classic-esque. no longer are the days of lure of wildfire and lure of draught of ice. anything but actual lure spells casted on high level, geared players will most likely get partial'd to hell or flat out 100% resisted.
AC was not working whatsoever on red, but it's now working in pvp. melee damage in pvp is lowered across the board because of this, even on casters.
Thank you for this I was really curious and appreciate the response. Still interested to see the melee skill changes....
I'm really happy to see resist changes and I simply hope that the melee nerfs and AC fixes will balance out the classes accordingly.
Hooray for dispel changes. Shouldn't make a huge difference in mass pvp but I think this is awesome.
Looking forward to trying some of this stuff out during the extremely important and critical weekday KC zoneline pvp events.
Burgerking
12-01-2014, 02:32 PM
How much was the resist curve tweaked? On live you would resist almost 100% of magic based stuff (snare,blind, root etc) running at 90mr, you'd be completely immune at 120. has this curve been tweaked at all? getting tashed and having the unclassic resist curve might kill mass pvp more than we would want lol, its a snare/root fest again, what we all want is that classic long lasting mass pvp that was so addictive and actually took some skill and organization to deal with
All this shit is set at classic lvls. Yea you're pretty immune to snare/root unless tash'd/malo'd in which case you're fucked just like on live.
Tash/Malo debuffs were always higher in pvp set alil bit higher here due to 2+ years of kunark and gear ratio. No I had nothing to do with malo testing and didn't report a single thing on it as it would have been biased.
Kergan
12-01-2014, 03:34 PM
255 resist cap + 100% debuff bonus = a max debuffed MR (assuming just tash/malo is used and not malosini) of 87? Or if you're at 300 MR but only 255 is displayed and/or used in calculations and you're debuffed will it be subtracted from 255 or 300?
This post barely makes sense to me and I wrote it but hopefully someone understands what I'm asking.
Aesop
12-01-2014, 04:23 PM
So you want to be able to tank 2 melees as a caster? That would be more fair right?
seems like a shaman should be able to do that if anyone, esp with torpor
Kergan
12-01-2014, 05:07 PM
One melee for sure. 2 rangers = 1 melee.
Burgerking
12-01-2014, 05:29 PM
Well i can tell you my shaman on live who was wearing shit compared to my shaman here and facing the Ruin/Hate who were BIS, didn't explode in 3 sec's of a melee touching him.
Here I would literally die before I could get a torpor cast off. Rogues were like facing wizards with manaburn.
Bazia
12-01-2014, 05:29 PM
I had debuffs at one point +200%. They were lowered to a 100% bonus.
http://memecrunch.com/image/50f06e87afa96f2f45000052.jpg?w=400
Genedin
12-01-2014, 05:54 PM
Well i can tell you my shaman on live who was wearing shit compared to my shaman here and facing the Ruin/Hate who were BIS, didn't explode in 3 sec's of a melee touching him.
Here I would literally die before I could get a torpor cast off. Rogues were like facing wizards with manaburn.
This is my point.
I didn't tank and melee the two rangers down obviously, but I didn't cast torpor either and managed to gate while they both attacked me from the front dual wielding and wasn't even at half hp....because you know.... melee used to not hit for close to max dmg for the majority of the rounds and they actually missed.....and rangers didn't do as much dmg.
Silent
12-01-2014, 06:06 PM
Unless the pvp code being enabled nilbog spoke of in ooc, and what was said in this thread is true then something is wrong. Because in /duel currently the highest level tash only does -41MR I tested 5 times, twice on myself. I don't see how /duel is flipping a switch that auto enables pvp specific changes only.
I haven't done enough testing to check out AC, I do know I ran around for a while being hit by flight arrows with a windstriker ranger for 1dmg a few times, up to 3-5, average 20 with the highest hit a 130 but that isn't much to base off yet(beta buff sK template).
Trying to land a backstab on a moving target is next to impossible, You can still get them off occasionally I suppose it will take ALOT of getting used to new hit boxes to time perfectly when to hit. Hell I have ran up to some people in a duel as they stood still, and got close enough to them I should be in hitbox range(weapons touching char) and nada.
Haynar
12-01-2014, 06:18 PM
The bonus to the debuff in pvp is only server side. I do not have a way to make it show on your resist values yet.
H
Burgerking
12-01-2014, 06:38 PM
Unless the pvp code being enabled nilbog spoke of in ooc, and what was said in this thread is true then something is wrong. Because in /duel currently the highest level tash only does -41MR I tested 5 times, twice on myself. I don't see how /duel is flipping a switch that auto enables pvp specific changes only.
I haven't done enough testing to check out AC, I do know I ran around for a while being hit by flight arrows with a windstriker ranger for 1dmg a few times, up to 3-5, average 20 with the highest hit a 130 but that isn't much to base off yet(beta buff sK template).
Trying to land a backstab on a moving target is next to impossible, You can still get them off occasionally I suppose it will take ALOT of getting used to new hit boxes to time perfectly when to hit. Hell I have ran up to some people in a duel as they stood still, and got close enough to them I should be in hitbox range(weapons touching char) and nada.
This is my favorite part of a patch, when they finally fix an exploit that was set to easy mode and the low skilled pvp player's bitch endlessly.
Lol rogues didn't backstab people while running, they had to wait for casters to stop and cast or a melee to go for a joust.
Welcome to classic Everquest pvp, shit's hard, shit takes skill, and this shit ain't for everybody.
Colgate
12-01-2014, 07:19 PM
on the beta, clients weren't showing the correct resist values
tash would show -39 or whatever but according to the server, it was -78
Lasher
12-01-2014, 07:24 PM
Didnt the resist debuff patch actually orignally go in velious? I played an ench and vaguelly remember it was velious patch that actually gave the 50% increase in power with debuffs
Burgerking
12-01-2014, 07:41 PM
Didnt the resist debuff patch actually orignally go in velious? I played an ench and vaguelly remember it was velious patch that actually gave the 50% increase in power with debuffs
We also had 9 months of Kunark on live before Velious launched and when velious launched 90% of the 60's weren't BIS. So it seems to work itself out.
Kergan
12-01-2014, 10:21 PM
Yeah classic is fucked here for PVP. Nothing has ever been classic here regarding pvp though so who cares? Resists have always been different then live, hitbox, melee damage, debuffs, dispel, ruleset (no server had +/- 8 ever and RZ had +/- 4 but item loot), item recharging, items like trak tooth/hoops working in PVP, etc.
There is literally nothing classic about PVP on R99 aside from the fact you can attack another player.
Quiet
12-01-2014, 10:45 PM
Yeah classic is fucked here for PVP. Nothing has ever been classic here regarding pvp though so who cares? Resists have always been different then live, hitbox, melee damage, debuffs, dispel, ruleset (no server had +/- 8 ever and RZ had +/- 4 but item loot), item recharging, items like trak tooth/hoops working in PVP, etc.
There is literally nothing classic about PVP on R99 aside from the fact you can attack another player.
VZ/TZ was +/- 8 levels. Nice one.
Kergan
12-01-2014, 10:50 PM
Ok, I didn't play on those shitty servers so I stand corrected. They were team based though so it just further proves my point anyway.
gortimer
12-01-2014, 11:47 PM
Jousting was really hard on live. you dont hit attack when your characters are closest. You learned the range and hit it either before or after, depending on your ping or shit pc. I doubt i ever landed a backstab on a running player unless i was sow'ed chasing them and they were not, or they were snared. Melee missed a lot. unuber monks and rogues did not fuck up uber pure casters at.fuckin.all. no way. gear ruled, not innate melee damage buff.
I'm happy to see a lot of things being implemented. I hope the DEV crew continue to update it and listen to the community and make this damn thing classic.
Burgerking
12-01-2014, 11:53 PM
Jousting was really hard on live. you dont hit attack when your characters are closest. You learned the range and hit it either before or after, depending on your ping or shit pc. I doubt i ever landed a backstab on a running player unless i was sow'ed chasing them and they were not, or they were snared. Melee missed a lot. unuber monks and rogues did not fuck up uber pure casters at.fuckin.all. no way. gear ruled, not innate melee damage buff.
I'm happy to see a lot of things being implemented. I hope the DEV crew continue to update it and listen to the community and make this damn thing classic.
I never even seen this guy before and I know he PvP'd more on live than most of the shit talkers here. Because the shit he is saying is just true.
Fist Bump to a true OG pvper speaking truth.
slizzy
12-02-2014, 02:02 AM
that is the problem...there aren't any unuber monks or rogues past 56. By the time most monks/rogues hit 56 they are already better geared then most live rogues/monks were at 60!
Server has been sitting at end game for way to long to even have 'classic' discussions anymore. The hit box change is going to help a ton but that is going to be balanced out with the resist changes going in.
Lasher
12-02-2014, 03:43 AM
the changes will make battles longer. If they could implement an anti plugging code casters will be good with assists after debuffs
Tameth
12-02-2014, 01:55 PM
Jousting was really hard on live. you dont hit attack when your characters are closest. You learned the range and hit it either before or after, depending on your ping or shit pc. I doubt i ever landed a backstab on a running player unless i was sow'ed chasing them and they were not, or they were snared. Melee missed a lot. unuber monks and rogues did not fuck up uber pure casters at.fuckin.all. no way. gear ruled, not innate melee damage buff.
I'm happy to see a lot of things being implemented. I hope the DEV crew continue to update it and listen to the community and make this damn thing classic.
Gort for prez
Bazia
12-02-2014, 06:48 PM
just resisted 4/6 wildfires for full
welcome 2 my world druids
slizzy
12-02-2014, 06:52 PM
That is exactly why they need to have different resist curves for 56+ and 55 and below.
Please explain how non lure based casters are supposed to kill people with the gear all the 60's have now let alone once the crazy resist gear that comes out with SoV?
Bazia
12-02-2014, 06:56 PM
Well to be fair every single piece of gear I'm wearing is committed to resists, alot of HP/MANA sacrifices there.
Haynar
12-02-2014, 06:59 PM
That is exactly why they need to have different resist curves for 56+ and 55 and below.
Please explain how non lure based casters are supposed to kill people with the gear all the 60's have now let alone once the crazy resist gear that comes out with SoV?
Who says a caster should be dominant in PvP by themselves.
Strength comes in numbers.
Necro's are not WoW warlocks here.
You want some hardcore one on one? Use /duel on blue.
You sure whine like a blubie.
H
Mac Drettj
12-02-2014, 07:00 PM
im just glad we were told "use /duel, i dont see the difference"
thank god for that
Bazia
12-02-2014, 07:01 PM
Please look at pvp bug thread haynar bards are haywire atm
maegi
12-02-2014, 07:22 PM
duel uses blue rules for damage etc, not the same as red?
krazyGlue
12-02-2014, 07:28 PM
something seems off with melee dmg. i was hitting for constant 88s with innerflame on a sitting warrior.
alaiwy0503
12-02-2014, 07:40 PM
Who says a caster should be dominant in PvP by themselves.
Strength comes in numbers.
Necro's are not WoW warlocks here.
You want some hardcore one on one? Use /duel on blue.
You sure whine like a blubie.
H
Thank you Haynar.
Vexenu
12-02-2014, 08:10 PM
I haven't tried these new melee hitboxes yet so I can't comment on how classic they are, but I can say that back in the day jousting was definitely something that required a lot of skill and practice to be good at. If you didn't have a decent-to-good ping and FPS skills, you simply weren't going to hit anyone. Melees were literally unplayable in PvP for a lot of players who either had high pings or no FPS skill. I distinctly remember running circles around people (often literally circle strafing them, this was back when you pretty much had to play in first person), fighting 3-4 guys at once and barely taking damage just because they couldn't time their jousts properly. It was the major overriding factor determining one's success in PvPing with a melee or hybrid, far more than even gear or advanced game knowledge. It was a regular occurrence for overgeared melees in raiding gear (who spent most of their time raiding/farming) to get clowned in 1v1s by guys with less gear but better jousting skill (who spent most of their time PvPing).
As far as melee interrupting casts, I would estimate that with fast-hitting weapons and haste a dual-wielding melee would interrupt about 20-25% of typical 3-5 second spell casts. In order to reliably interrupt you needed a Bash, or else multiple melees on a single target. Also, player AC on live was definitely a factor. It was harder to hit plate wearers than casters, and harder to hit them for max damage. And you'd hit casters a lot more (percentagewise) and for higher damage, but would still regularly miss. As a reference, just going by memory, I would say that miss rates and damage when attacking plate classes in PvP was similar to the miss rates when attacking a high dark blue con mob, chain and leather classes a low dark blue mob, while casters would be similarly to attacking an XP green con mob.
The resist changes also sound classic. Anything over 120 in FR/CR should result in a ton of partials and outright resists. It was rare to have a nuke land for full with that much resist, probably only a 5-10% chance. Full resist chance would be like 30%, with the remainder partial resists of greater or lesser value.
Silent
12-02-2014, 08:53 PM
Krazy from what I have seen, Hitting sitting targets you no longer max and its just another random damage value. I do not know if this is a blue thing, or if it will be patched into red. I double backstabbed a sitting mage for 131 120, tested it more then a few times no max damage. It is hard to get a feeling for red pvp because of all the blue mechanics currently mixed in.
Bazia
12-02-2014, 09:37 PM
Yeah I'm really hoping it's blue mechanics leftover because if not there is alot of strange things going on.
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