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View Full Version : Arnt Caster mobs TO overpowered?


botrainer
07-10-2016, 12:06 PM
I feel with the time I've had with this server that mobs on this server cast spells they shouldnt be allow to.

I.E. High Keep Goblins - Shaman class. Those mobs are casting spells they shouldnt be allowed to be casting. While ill also like to add its a bitch and half to resist even with 80 to 100 resists (I leveled a warrior with 90 to 120 in each resists besides disease). Also dispells seems to be the GO TO for mobs on this server, something rarely seen on live today and back in the day. Phinny or any progression server mobs rarely to never cast dispell. On this server they always seem to want to dispell 3 to 4 times a fight.

I remember this formula for caster mobs being the mobs currently level minus 2 tiers.

If we say a Shaman caster mob was level 10 that means 2 tiers below them they should use but after that they could start to cast.

Tiers for shaman spells are 1, 5, 9, 14, 19, 24, 29, 34, 39, 44, 49, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60. (note each level Classic / Kunark gave Shaman's spells)

Meaning this level 10 shaman mob can start to cast level 1 spells Inner Flame, Flash of light, Strengthen being some of them.

Same goes for higher level mobs. Level 14 or 15 shaman mob can cast spells from the level 1, and 5 ranks.

While a level 19 or 20 shaman mob can cast spells from ranks level 1, 5, and 9.

Thoughts?

Thulack
07-10-2016, 12:40 PM
Never remember this from live. Always remember Casters being a bitch if they actually hit you with spells.

botrainer
07-10-2016, 01:17 PM
How come we chardok AOE pull and not Seb AOE pull? Its because 95% of the wizards in seb use Ice comet, a spell on live they didn't use simply because they were (most of the time) to low level. A mob on live would need to be level 52 before being able to use level 49 wizard spells. The resist rates are extremely terrible here too. Can have 125+(half of the max resists of 255) resist and still have almost every spell land on you. I know on my warrior, its rare when i see a resist. And the spells they use are not correct. you can even venture in on the Daybreak server and hit up old school zones and let the mobs attack you and see the spells they are using. but to get an idea here are my warriors resists self buffed.

http://imgur.com/a/DsO18

Jaxon
07-10-2016, 03:16 PM
They're not quite classic but probably not too overpowered compared to the way they were. In Luclin NPC spellcasting was overhauled, and the changes they made indicate that classic NPCs had a limited spell selection, but also had a slightly inflated casting level to make up for it.

The biggest impact is in TOFS where 2nd floor enchanter NPCs in P99 are able to charm, whereas they weren't able to during classic Velious.

Sadre Spinegnawer
07-10-2016, 03:51 PM
Just level up and eventually do your time in Seb, and eat some ice comets. Then come back and talk about casters being a pita. It is just part of what you have to strat for.

Blitzers
07-10-2016, 08:13 PM
The dispels are ridiculous that much is true, dunno about the rest.

Yes those Wizard Frogs suck and can die in a fire.

Tecmos Deception
07-11-2016, 01:06 AM
Thoughts?

You should have gone looking for proof instead of posting this thread in this subforum.

Trungep99
07-11-2016, 01:18 AM
This game is meant for group experiences, so casters being a pain can be countered with bringing a healer :). On live I hated casters and treated this game as a solo experience, but here I don't as much.

derpcake
07-11-2016, 05:09 PM
NPC casters are way stronger here then on live

on live i could solo the caster frogs in sebilis on a rogue, since it was easy to circle them while they were casting for free backstabs, and the damage their spells put out was far less then what a melee mob would put out

just avoid them

fadetree
07-12-2016, 12:47 PM
Caster mobs are indeed kind of broken here. Resists are not very effective, and they cast spells that they shouldn't. As was mentioned, you can strat for it, but still makes it kind of a mess. This plus the pathing stuff are the two primary problems left here as far as game mechanics go. Still a great server though.

nyclin
07-12-2016, 01:27 PM
The biggest problem is that the resist code here is completely screwed. Even with max resists you'll still get hit most of the time. Also, partial resists are extremely rare and stun/dd spells which were known to be easily resisted on live land frequently here.

But yes, the caster spell selection is inaccurate. Wizard mobs should not be casting Ice Comet. I remember the worst thing coming from Seb frogs was Force Strike or Rend, maybe Conflag. Wizard mobs did not use spells above level 44 until Luclin I believe.

Unfortunately all of this is extremely hard to research.

Izmael
07-12-2016, 04:41 PM
Mobs being hard is classic. Go mobs.