View Full Version : Patch Notes: Monday, February 13th, 2017
Rogean
02-13-2017, 03:56 AM
Code Haynar: Using sneak while FD will no longer work as a memblur.
Haynar: Entities will be dropped from an NPC's hatelist after 10 minutes of adding no additional hate.
Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.
Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
Haynar: Merchants that face their target when hailed, will now have a delay before their heading returns to normal.
Haynar: Fixed blind to function better when someone moves in and out of range. Moving back into combat range, and the mob should stop fleeing. Going out of range they should start fleeing again. Casting blind on an NPC with someone in combat range, will no longer cause mobs to flee right away.
Haynar: Altered how sneak pulling works on social aggro. Mobs on same faction, should no longer be fooled as easily.
Haynar: Linkdead players will no longer take faction hits.
Haynar: Added witness checks for beneficial spells.
Haynar: Added a 30 sec check for dropping aggro if beyond chase distance.
Content Nilbog: [Feb 2001] Added ground spawns for Strange Dark Fungus and Underfoot Mushroom
Nilbog: Forlorn Totem of Rolfron Zek drops with correct amount of charges
Alunova: Sontalak, Zlandicar, Wuoshi and Klandicar will have a harder time fearing players.
Telin: [Aug 2001] Researcher's Badge quest (Qeynos Badge #3) is now live.
Telin: Oobnopterbevny now roams the disease-filled plains of West Karana.
Telin: Corrected robe appearance for female heretic invaders in Stonebrunt.
Telin: Corrected pathing for heretic invaders in Stonebrunt.
Telin: Jewelcrafters can now fashion together an Imbued Golden Plains Earring.
Telin: Corrected loot for Thistle Underbrush.
Telin: Corrected appearance for Kaiaren.
Telin: Corrected Prowler of the Jungle's hail text.
Telin: Adjusted Cynthia's spawn time and damage to classic levels. Also added a missing death emote.
Telin: Ghost of Ridossan is now the appropriate level. He also sees through invisibility and will cast more spells.
Telin: The Bat Fur and Beetle Leg quest in Paineel is now multiquestable and also rewards more faction.
Telin: Corrected faction for Going Postal quests.
Telin: Corrected Hill Giant loot which includes removing high-level research items and daggers, greatly increasing the weapon drop rate and increasing the variety of gems/jewelry dropped.
Telin: Changed the named of "a kodiac" in Mountains of Rathe to the classic "a kodiak bear".
Telin: Added loot to Guard Dykalin and corrected appearance.
Telin: Added loot to Brill, Lysandra, Albain, Kedryll, Marianna, Tomas, and Solvedi in the Mountains of Rathe.
Telin: Corrected Boon of the Garou's Lifetap spell animation.
Telin: Adjusted loot for greater dark boned skeletons in Unrest.
Telin: Increased faction rewards for the Red and Orange Sash quests.
Telin: Adjusted loot and added items to the thaumaturgist.
Jauna
02-13-2017, 04:27 AM
Now that we are drifting farther and farther away from classic, can we have respawning Sleepers Tomb sometime soon?
Code Haynar: Using sneak while FD will no longer work as a memblur.
Haynar: Entities will be dropped from an NPC's hatelist after 10 minutes of adding no additional hate.
Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.
Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
Haynar: Merchants that face their target when hailed, will now have a delay before their heading returns to normal.
Haynar: Fixed blind to function better when someone moves in and out of range. Moving back into combat range, and the mob should stop fleeing. Going out of range they should start fleeing again. Casting blind on an NPC with someone in combat range, will no longer cause mobs to flee right away.
Haynar: Altered how sneak pulling works on social aggro. Mobs on same faction, should no longer be fooled as easily.
Haynar: Linkdead players will no longer take faction hits.
Haynar: Added witness checks for beneficial spells.
Haynar: Added a 30 sec check for dropping aggro if beyond chase distance.
Content Nilbog: [Feb 2001] Added ground spawns for Strange Dark Fungus and Underfoot Mushroom
Nilbog: Forlorn Totem of Rolfron Zek drops with correct amount of charges
Alunova: Sontalak, Zlandicar, Wuoshi and Klandicar will have a harder time fearing players.
Telin: [Aug 2001] Researcher's Badge quest (Qeynos Badge #3) is now live.
Telin: Oobnopterbevny now roams the disease-filled plains of West Karana.
Telin: Corrected robe appearance for female heretic invaders in Stonebrunt.
Telin: Corrected pathing for heretic invaders in Stonebrunt.
Telin: Jewelcrafters can now fashion together an Imbued Golden Plains Earring.
Telin: Corrected loot for Thistle Underbrush.
Telin: Corrected appearance for Kaiaren.
Telin: Corrected Prowler of the Jungle's hail text.
Telin: Adjusted Cynthia's spawn time and damage to classic levels. Also added a missing death emote.
Telin: Ghost of Ridossan is now the appropriate level. He also sees through invisibility and will cast more spells.
Telin: The Bat Fur and Beetle Leg quest in Paineel is now multiquestable and also rewards more faction.
Telin: Corrected faction for Going Postal quests.
Telin: Corrected Hill Giant loot which includes removing high-level research items and daggers, greatly increasing the weapon drop rate and increasing the variety of gems/jewelry dropped.
Telin: Changed the named of "a kodiac" in Mountains of Rathe to the classic "a kodiak bear".
Telin: Added loot to Guard Dykalin and corrected appearance.
Telin: Added loot to Brill, Lysandra, Albain, Kedryll, Marianna, Tomas, and Solvedi in the Mountains of Rathe.
Telin: Corrected Boon of the Garou's Lifetap spell animation.
Telin: Adjusted loot for greater dark boned skeletons in Unrest.
Telin: Increased faction rewards for the Red and Orange Sash quests.
Telin: Adjusted loot and added items to the thaumaturgist.
Since all these sneak and memblur changes arent classic can you add post velious content instead of ruining working mechanics?
Teddie1056
02-13-2017, 05:04 AM
So mobs randomly drop agro after FD now?
Xanderfield
02-13-2017, 05:13 AM
Telin: [Aug 2001] Researcher's Badge quest (Qeynos Badge #3) is now live.
Can't wait to try this out, thanks for the good work!
<3
I loves it. Monks get to enjoy /Qing after FD too, horray.
Classic:the great monk nerf=).
Danronaldo
02-13-2017, 05:56 AM
Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu. What does this apply to
RedXIII
02-13-2017, 06:01 AM
Game over to casuals ever raiding/pulling things in ToV ever again.
Swish
02-13-2017, 06:23 AM
Thank you to the volunteers for all your efforts at making P99 an enjoyable place to play EQ <3
Dolalin
02-13-2017, 07:01 AM
Great patch with a lot of awesome classic mechanics fixes, props to the devs for their hard work. It's appreciated :)
Mythanor
02-13-2017, 07:15 AM
Great patch with a lot of awesome classic mechanics fixes, props to the devs for their hard work. It's appreciated :)
Danronaldo
02-13-2017, 07:34 AM
What's the damage cap part relate to
Beastagoog
02-13-2017, 07:52 AM
Lol. Wil be a lotta upset people with this 1.
I guess stretching the play styles employed to clear the 2nd final raid zone of the game is the custom content promised.
Hav fun with these.
Valura
02-13-2017, 08:00 AM
are mobs leashing classic? i didnt play back then
Baler
02-13-2017, 08:17 AM
thank you!
Haynar: Using sneak while FD will no longer work as a memblur.
The tears will be real today. :D
Lazy aggro. Dont recall that from this era.
surron
02-13-2017, 08:33 AM
lazy aggro was due in kunark; better late than never.
sneak/fd fix; awesome
GJ Haynar.
Izmael
02-13-2017, 08:56 AM
Re: Lazy aggro
If the purpose of this change is to fix NToV pulling, maybe this mechanic change could be limited to just the ToV zone (and other relevant zones) ?
Aggroing a fire beetle (or Lodizal, or Faydedar...) and kiting it for hours waiting for pals to show up IS classic and IMVHO should remain a thing on P99.
/salute all the other changes
Jjlent
02-13-2017, 08:59 AM
Is that damage cap fix referring to 2h bonus?
Lazie
02-13-2017, 09:06 AM
Since all these sneak and memblur changes arent classic can you add post velious content instead of ruining working mechanics?
They are all classic. You guys just played on P99 too long.
Lazie
02-13-2017, 09:09 AM
When did lazy aggro go in, live ?
Maybe it has been too long and my memory is failing but I don't remember it being a thing on live during Velious.
It started in Kunark.
gprater
02-13-2017, 09:11 AM
Lazy Aggro: from Laotzu's Guide to Advanced Pulling http://youngsdojo.tripod.com/Pulling.html
In Kunark and Velious, if you are beyond a certain distance from a mob, it will lose interest and no longer pursue you, though will still maintain you on the hate list with an increased aggro radius.
So, this means if i smack a mob then run away "x" distance that the mob will give up pursit and return to spawn point? Like todays modern day MMO's except I will still be on its hate list?
Was this removed after Velious? I didnt start on live until GoD and mobs followed till one of us was dead or I zoned.
Izmael
02-13-2017, 09:11 AM
It started in Kunark.
Any proof of that? I'm pretty sure it wasn't there until long after Luclin.
Any proof of that? I'm pretty sure it wasn't there until long after Luclin.
I quit live in Oct 01 and this wasnt a thing.
- i dont care either way. Think its an interesting change. Just observing the "its classic" argument. Like spell timers.
Lazie
02-13-2017, 09:17 AM
Any proof of that? I'm pretty sure it wasn't there until long after Luclin.
Yes plenty of proof when you go look at the bug threads it was talked about in. These changes don't get made without those threads.
Lazie
02-13-2017, 09:20 AM
https://www.project1999.com/forums/showthread.php?t=155722
Plenty of proof to back it up.
kotton05
02-13-2017, 09:26 AM
Where is trip attack tho lazie!! I miss you
Lazie
02-13-2017, 09:35 AM
Where is trip attack tho lazie!! I miss you
Haha been enjoying Ogee's company a lot lately. I bet ToV was a lovely experience today for everyone involved.
khanable
02-13-2017, 10:01 AM
Pras staff
Izmael
02-13-2017, 10:24 AM
Lazy Aggro: from Laotzu's Guide to Advanced Pulling http://youngsdojo.tripod.com/Pulling.html
In Kunark and Velious, if you are beyond a certain distance from a mob, it will lose interest and no longer pursue you, though will still maintain you on the hate list with an increased aggro radius.
That page isn't appearing on the Wayback machine until 2016 so nothing proves its age.
Tankdan
02-13-2017, 10:27 AM
When I think back to classic, mobs never forgot about me. I'd have bard speed in Dreadlands wiz/druid portals, run to FV, and the mob would still come chasing me 5 minutes later. So I'm curious the proof and mechanics behind this or if it is simply a non classy P99 update.
Danronaldo
02-13-2017, 10:35 AM
Is that damage cap fix referring to 2h bonus?
Any update on this?
Daldaen
02-13-2017, 10:49 AM
Code Haynar: Using sneak while FD will no longer work as a memblur.
Haynar: Entities will be dropped from an NPC's hatelist after 10 minutes of adding no additional hate.
Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.
Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
Haynar: Merchants that face their target when hailed, will now have a delay before their heading returns to normal.
Haynar: Fixed blind to function better when someone moves in and out of range. Moving back into combat range, and the mob should stop fleeing. Going out of range they should start fleeing again. Casting blind on an NPC with someone in combat range, will no longer cause mobs to flee right away.
Haynar: Altered how sneak pulling works on social aggro. Mobs on same faction, should no longer be fooled as easily.
Haynar: Linkdead players will no longer take faction hits.
Haynar: Added witness checks for beneficial spells.
Haynar: Added a 30 sec check for dropping aggro if beyond chase distance.
https://i.imgur.com/earNUKs.gif
Pras it. Time to level that human bio orb monk I've had on reserve for this occasion. Cheers to all.
Freakish
02-13-2017, 10:56 AM
Fantastic. Amazing. You've made raiding great again.
Yes plenty of proof when you go look at the bug threads it was talked about in. These changes don't get made without those threads.
These changes came in either right at the end of Velious or after SOL though mate. Just semantics though about timelines really although if it was after SOL then well , not classic :D
Fantastic. Amazing. You've made raiding great again.
Not seeing any mention of bind points being removed from ToV so I seriously doubt that. Just another predictable evolution of the meta game incoming.
Not seeing any mention of bind points being removed from ToV so I seriously doubt that. Just another predictable evolution of the meta game incoming.
Removing bind points wouldnt stop the evolution of the meta game. It would in fact just make it even more neck-beardery.
Lazie
02-13-2017, 11:05 AM
These changes came in either right at the end of Velious or after SOL though mate. Just semantics though about timelines really although if it was after SOL then well , not classic :D
They did not. They started in Kunark.
Baler
02-13-2017, 11:06 AM
https://i.imgur.com/earNUKs.gif
I had fte (http://i.imgur.com/Nl5QcXj.gif) on that gif by 2+ hours...
http://www.project1999.com/forums/showthread.php?t=265608
please concede!
They did not. They started in Kunark.
Absolutely not. When kunark dropped things would still chase you all the way from zone line to zoneline. Still did that when Velious dropped.
-this change was probably made after other MMOs released where lazy aggro was a thing and EQ devs copied it. Was a good change , but did not happen when Kunark , or for that matter , Velious , went live.
Lazie
02-13-2017, 11:07 AM
Absolutely not. When kunark dropped things would still chase you all the way from zone line to zoneline. Still did that when Velious dropped.
They would not if you had the appropriate run speed to outdistance their chase range. You couldn't gain a speed advantage with strafe in classic either. You had to jump.
Daldaen
02-13-2017, 11:11 AM
I had fte (http://i.imgur.com/Nl5QcXj.gif) on that gif
http://www.project1999.com/forums/showthread.php?t=265608
please concede
Haha I completely missed that thread.
Okay I concede next 2 Seinfeld GIFs in response to classic P99 fixes.
Erati
02-13-2017, 11:11 AM
In Classic Live, you could totally strafe to stay alive when running from an orc pawn at lvl 1 to make it to the guards
learn to noob Lazie
Lazie
02-13-2017, 11:12 AM
In Classic Live, you could totally strafe to stay alive when running from an orc pawn at lvl 1 to make it to the guards
learn to noob Lazie
No you could not. Welcome to the noob list Erati. Setting strafe keys wasnt even a thing in classic clients. The only way to strafe was to hold 3 buttons down at once.
khanable
02-13-2017, 11:13 AM
Lots of evidence suggest it did exist in kunark and velious. You probably didn't see this in action without being in a large open outdoor zone with sow.
Retry
02-13-2017, 11:16 AM
How is making /q a requirement for FeignDeath now a good update.
Lazie
02-13-2017, 11:17 AM
How is making /q a requirement for FeignDeath now a good update.
It isn't required...chase range means mobs forget you as they reset. Wait till they are out of chase range. Stand. Camp.
Lots of evidence suggest it did exist in kunark and velious. You probably didn't see this in action without being in a large open outdoor zone with sow.
Only seen non-dated stuff. Meh just semantics at this point anyway. Trying to disprove the whole"its classic" schtick thats all.
Lazie , thats how people video-gamed in the 90s dude :D 3 key action.
Erati
02-13-2017, 11:20 AM
No you could not. Welcome to the noob list Erati. Setting strafe keys wasnt even a thing in classic clients. The only way to strafe was to hold 3 buttons down at once.
I 100% used to run away from mobs with no run speed buffs and not die in Butcherblock or Faydark thanks to having A and D as my 'strafe' buttons. I would hold down W for forward and rotate between Strafe Right and Left to keep just ahead of mobs but barely as they would whack you if you didnt keep the buttons held down.
Its your word versus mine here and I know I survived near death many times as a lvl 5 noob killing orcs.
Lazie
02-13-2017, 11:20 AM
Only seen non-dated stuff. Meh just semantics at this point anyway. Trying to disprove the whole"its classic" schtick thats all.
Lazie , thats how people video-gamed in the 90s dude :D 3 key action.
Yeah but mobs would still hit you if you didn't jump. You gained no advantage from it until clients after PoP.
Lazie
02-13-2017, 11:21 AM
I 100% used to run away from mobs with no run speed buffs and not die in Butcherblock or Faydark thanks to having A and D as my 'strafe' buttons.
Its your word versus mine here and I know I survived near death many times as a lvl 5 noob killing orcs.
Well there is a PoP client out there that disproves you pretty easily.
Baler
02-13-2017, 11:21 AM
How is making /q a requirement for FeignDeath now a good update.
It's not a requirement.
And some more radical people would even call /q an exploit.
Erati
02-13-2017, 11:23 AM
Well there is a PoP client out there that disproves you pretty easily.
Not sure why that matters, I quit before Luclin so you can keep pointing to random shit that has nothing to do with the actual classic experience that happened in reality
but thats besides the point, was just making the point that yes you could strafe to stay ahead of mobs without jumping as evidenced by many orc centurion escapes from orc hill.
Lazie
02-13-2017, 11:24 AM
Not sure why that matters, I quit before Luclin so you can keep pointing to random shit that has nothing to do with the actual classic experience that happened in reality
but thats besides the point, was just making the point that yes you could strafe to stay ahead of mobs without jumping as evidenced by many orc centurion escapes from orc hill.
Not in classic clients you couldn't. You can keep being wrong. =)
khanable
02-13-2017, 11:26 AM
I 100% used to run away from mobs with no run speed buffs and not die in Butcherblock or Faydark thanks to having A and D as my 'strafe' buttons. I would hold down W for forward and rotate between Strafe Right and Left to keep just ahead of mobs but barely as they would whack you if you didnt keep the buttons held down.
Its your word versus mine here and I know I survived near death many times as a lvl 5 noob killing orcs.
Dedicated strafe keys were not available until way after classic;)
Baler
02-13-2017, 11:27 AM
You know what's not classic? Precise individual mob movement speeds.
That kind of exact information is gone forever.
Dedicated strafe keys were not available until way after classic;)
nm
Baler
02-13-2017, 11:30 AM
What is the distance of "Chase Distance" Exactly? Is it like the 200 w.e range that is used for spells? Is it classic view distance? Is it titanium view distance? Is it further than that?
Retry
02-13-2017, 11:34 AM
No you could not. Welcome to the noob list Erati. Setting strafe keys wasnt even a thing in classic clients. The only way to strafe was to hold 3 buttons down at once.
Lazie... sorry but that is still strafing, number of key's does not matter.
cubiczar
02-13-2017, 11:35 AM
Yeah but mobs would still hit you if you didn't jump. You gained no advantage from it until clients after PoP.
I rarely try to argue classic, but I also remember the two key plus mouse hand cramp being a viable escape strat (and NOT being hit). I present this strange link as proof Old Thread (https://arstechnica.com/civis/viewtopic.php?p=17030862&sid=bdf98fa3d9b7b0501df4071bdd3d9caf#p17030862)
I didn't spend a ton of time but found other references to strafe running they just don't mention outrunning mobs directly (mostly saying they already know how to strafe).
Daldaen
02-13-2017, 11:39 AM
What is the distance of "Chase Distance" Exactly? Is it like the 200 w.e range that is used for spells? Is it classic view distance? Is it titanium view distance? Is it further than that?
600'
Izmael
02-13-2017, 11:40 AM
Lots of evidence suggest it did exist in kunark and velious. You probably didn't see this in action without being in a large open outdoor zone with sow.
Have you played back then at all? Mobs didn't forget you in Kunark or in Velious.
Also I don't see any serious evidence you refer to.
Some level 65 monk says mobs lose aggro if you outrun them, without mention of year of post etc.
Baler
02-13-2017, 11:41 AM
600'
Thank you sir! :)
khanable
02-13-2017, 11:43 AM
I rarely try to argue classic, but I also remember the two key plus mouse hand cramp being a viable escape strat (and NOT being hit). I present this strange link as proof Old Thread (https://arstechnica.com/civis/viewtopic.php?p=17030862&sid=bdf98fa3d9b7b0501df4071bdd3d9caf#p17030862)
I didn't spend a ton of time but found other references to strafe running they just don't mention outrunning mobs directly (mostly saying they already know how to strafe).
Yeah you had to manually do it.
The only exception was right before luclin they changed one of the camera angles to natively force left/right to be strafe left and right.. which I believe was a precursor to being able to assign dedicated strafe keys as monks starting using that angle to work pulls.
Being able to outrun.. probably. I jumped as that was easier. :p
khanable
02-13-2017, 11:44 AM
Have you played back then at all? Mobs didn't forget you in Kunark or in Velious.
Also I don't see any serious evidence you refer to.
Some level 65 monk says mobs lose aggro if you outrun them, without mention of year of post etc.
Yes. Did you play back then?
There are posts that suggest it definitely happened during the era. Find evidence to prove it otherwise.
Lazie
02-13-2017, 11:45 AM
I rarely try to argue classic, but I also remember the two key plus mouse hand cramp being a viable escape strat (and NOT being hit). I present this strange link as proof Old Thread (https://arstechnica.com/civis/viewtopic.php?p=17030862&sid=bdf98fa3d9b7b0501df4071bdd3d9caf#p17030862)
I didn't spend a ton of time but found other references to strafe running they just don't mention outrunning mobs directly (mostly saying they already know how to strafe).
Listen I played on Rallos Zek. We used strafe to outrun other players in classic. However, mobs would still catch and bash you which would result in the player killing you or dying to the mob. That is my memory of strafing in Classic/kunark/Velious. If others have different than that then I won't argue. But I remember mobs catching me and other players not able to on quite a few occasions strafing in PVP.
Erati
02-13-2017, 11:46 AM
ok apparently I was confusing what commands I had bound to A and D, but I sure as hell strafed away from orc pawns to make it to guards
Turning left or right while moving forward and using mouse was apparently what I did aka the 3 keys Lazie was mentioning. He was being a dick though knowing I was most likely talking about the exact same method.
Lazie arguing to argue as usual lol
I am hearing that the 30 sec de-aggro thing is not working and mobs are forgetting the instant you hit the chase distance maximum, anyone confirm this?
maximum
02-13-2017, 11:49 AM
Code Haynar: Using sneak while FD will no longer work as a memblur.
Haynar: Entities will be dropped from an NPC's hatelist after 10 minutes of adding no additional hate.
Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.
Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
Haynar: Merchants that face their target when hailed, will now have a delay before their heading returns to normal.
Haynar: Fixed blind to function better when someone moves in and out of range. Moving back into combat range, and the mob should stop fleeing. Going out of range they should start fleeing again. Casting blind on an NPC with someone in combat range, will no longer cause mobs to flee right away.
Haynar: Altered how sneak pulling works on social aggro. Mobs on same faction, should no longer be fooled as easily.
Haynar: Linkdead players will no longer take faction hits.
Haynar: Added witness checks for beneficial spells.
I love the dev jargon... very Patch Note Classic :)
Lazie
02-13-2017, 11:52 AM
ok apparently I was confusing what commands I had bound to A and D, but I sure as hell strafed away from orc pawns to make it to guards
Turning left or right while moving forward and using mouse was apparently what I did aka the 3 keys Lazie was mentioning. He was being a dick though knowing I was most likely talking about the exact same method.
Lazie arguing to argue as usual lol
I am hearing that the 30 sec de-aggro thing is not working and mobs are forgetting the instant you hit the chase distance maximum, anyone confirm this?
Why would you assume I am arguing to argue ? I am going off my memory and a current client I am playing on. They probably have mobs forgetting immediately because of FTE messages FYI.
Because if mobs remember for 24 seconds it would be easy to stall engages with that range and claim it was the Leash's fault.
EdTuBrutus
02-13-2017, 11:55 AM
Yeah but mobs would still hit you if you didn't jump. You gained no advantage from it until clients after PoP.
No, they wouldn't.
Diagonal running offering a higher speed than straight running is a feature of the EQ game engine. It is fundamental to how the game engine works. It existed on Live just like it does on P99, it is identical.
If you couldn't make it work, that's your problem.
khanable
02-13-2017, 11:58 AM
ok apparently I was confusing what commands I had bound to A and D, but I sure as hell strafed away from orc pawns to make it to guards
Turning left or right while moving forward and using mouse was apparently what I did aka the 3 keys Lazie was mentioning. He was being a dick though knowing I was most likely talking about the exact same method.
Lazie arguing to argue as usual lol
I am hearing that the 30 sec de-aggro thing is not working and mobs are forgetting the instant you hit the chase distance maximum, anyone confirm this?
I hope you feel bad about not remembering how you interacted with your computer 17 years ago
Lazie
02-13-2017, 11:59 AM
No, they wouldn't.
Diagonal running offering a higher speed than straight running is a feature of the EQ game engine. It is fundamental to how the game engine works. It existed on Live just like it does on P99, it is identical.
If you couldn't make it work, that's your problem.
Ok. Listen I had my experience with the game in classic I mentioned above. I am currently playing on and older client than the one P99 uses. Strafe running does not gain you an advantage there either. Again I am not going to argue with what other people "remember". I am going off of personal experience for my stance. We don't have to agree.
Lazie
02-13-2017, 12:00 PM
I hope you feel bad about not remembering how you interacted with your computer 17 years ago
He shouldn't. Erati is a good guy. We just had different experiences apparently.
Retry
02-13-2017, 12:02 PM
Ok. Listen I had my experience with the game in classic I mentioned above. I am currently playing on and older client than the one P99 uses. Strafe running does not gain you an advantage there either. Again I am not going to argue with what other people "remember". I am going off of personal experience for my stance. We don't have to agree.
So this older client doesn't let you slightly keep ahead of a monster out of damage range until you zone while holding W D and right click?
khanable
02-13-2017, 12:03 PM
He shouldn't. Erati is a good guy. We just had different experiences apparently.
I was being facetious lol
Lazie
02-13-2017, 12:07 PM
So this older client doesn't let you slightly keep ahead of a monster out of damage range until you zone while holding W D and right click?
Nope. Trust me I used strafe a lot in Classic PVP and you can ask Detoxx who showed him how to lock in strafe with the keyboard. I know how to strafe. If others had better luck with it I am not going to argue with them though.
Retry
02-13-2017, 12:08 PM
On a side note, I'm pretty sure this de-aggro update its distance from you and the monster, not number of steps a monster takes. So strafe running will never drop aggro, atleast not before you make it to a zone line. You would need to circle the zone a few times lol. I am just saying this so people don't keep turning around to see if the mob is still there, it will be unless you have Sow or something equivalent.
Lazie
02-13-2017, 12:08 PM
I was being facetious lol
I know. That was me tossing a truce up to him.
Droog007
02-13-2017, 12:28 PM
I remember mobs losing interest in chasing you across a zone during Kunark - particularly with the Hunter and Forager in TT. I also remember Sarnaks in Chardok acting very strange, like only 3 mobs would engage you in melee range, any more than that would run around erratically. I'm not sure how long that behavior persisted. It might have been during SoV, but certainly before SoL.
Mortiis
02-13-2017, 12:36 PM
No, they wouldn't.
Diagonal running offering a higher speed than straight running is a feature of the EQ game engine. It is fundamental to how the game engine works. It existed on Live just like it does on P99, it is identical.
If you couldn't make it work, that's your problem.
This^
Prime example? Torpor and strafe to be able to move out of melee range.
kotton05
02-13-2017, 12:57 PM
I was being facetious lol
That's butchh's job
khanable
02-13-2017, 12:59 PM
Good 1
Tankdan
02-13-2017, 01:20 PM
Lots of evidence suggest it did exist in kunark and velious. You probably didn't see this in action without being in a large open outdoor zone with sow.
wtf my memory cant be this bad. I LIVED IN DREADLANDS. Im 100% positive I could agro a mob with bard speed, run from to the entire other side of Dreadlands, and it'd still be on my ass, hell id forget about the mob even being agro'd half the time till I saw it coming full blast for me.
I've drank a lot since Kunark/Velious but there is no way I believe anyone here
khanable
02-13-2017, 01:22 PM
I'm not saying I remember it vividly because I don't
Though I know I rarely hunted in open outdoor zones and it's not like I would stop at a zone line to see if something was still chasing me, lol
EdTuBrutus
02-13-2017, 01:33 PM
Ok. Listen I had my experience with the game in classic I mentioned above. I am currently playing on and older client than the one P99 uses. Strafe running does not gain you an advantage there either. Again I am not going to argue with what other people "remember". I am going off of personal experience for my stance. We don't have to agree.
We do have to agree, its not some Alternative Facts here.
It is a FUNCTION of the GAME ENGINE. Whatever client you are using, the game engine is the same.
Step back and think "why is every other person in this thread saying I'm wrong". Its because you are wrong. Just stop being pig headed about it.
Phantasm
02-13-2017, 01:44 PM
I don't thin he can be right or wrong heh :P. He's simply saying this is how it is on the server he played/plays on. You are saying this is how it works on the server you played/plays on. :)
Perhaps it had to do with individual mob mobility speed differences? For instance tigers vs succulents in OT. Really just a theory though, I know that I've had times where I'll be strafing and still getting hit and other times where I don't even see the mob. /shrug.
Good changes, looking forward to see how people adapt to the changes
rankorr
02-13-2017, 01:45 PM
***Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.***
is this a nerf or buff to epics and weapons like axe of the slayers(war only), Swarmcaller (rng only)
Tenet
02-13-2017, 01:49 PM
Thank you guys for the amazing service you provide! *sends love to p99 staff*
Lazie
02-13-2017, 01:50 PM
We do have to agree, its not some Alternative Facts here.
It is a FUNCTION of the GAME ENGINE. Whatever client you are using, the game engine is the same.
Step back and think "why is every other person in this thread saying I'm wrong". Its because you are wrong. Just stop being pig headed about it.
The Takp Client disagrees with you.
Lazie
02-13-2017, 01:51 PM
I don't thin he can be right or wrong heh :P. He's simply saying this is how it is on the server he played/plays on. You are saying this is how it works on the server you played/plays on. :)
Perhaps it had to do with individual mob mobility speed differences? For instance tigers vs succulents in OT. Really just a theory though, I know that I've had times where I'll be strafing and still getting hit and other times where I don't even see the mob. /shrug.
Good changes, looking forward to see how people adapt to the changes
This right here.
Mythanor
02-13-2017, 01:56 PM
wtf my memory cant be this bad. I LIVED IN DREADLANDS. Im 100% positive I could agro a mob with bard speed, run from to the entire other side of Dreadlands, and it'd still be on my ass, hell id forget about the mob even being agro'd half the time till I saw it coming full blast for me.
I've drank a lot since Kunark/Velious but there is no way I believe anyone here
I'm 100% positive, that in dreadlands... you could aggro a mob and as long as you got past the 'lazy aggro' distance, it would stop chasing. But it wouldnt forget you. So, it would reassume pathing about, passing on your name in social aggro to all it's mates (Drolvarg for example)... then, if you got back into that 'lazy aggro' range, it would resume chasing you. 100% sure of this.
Mythanor
02-13-2017, 02:02 PM
And what someone said earlier also. If you ever done the Hunter / Forager cycle alot, and tried pulling them back to swamp zone, or TT zone line, they would often 'forget' you, if you out paced them (got too far away).
Izmael
02-13-2017, 02:10 PM
Yes. Did you play back then?
There are posts that suggest it definitely happened during the era. Find evidence to prove it otherwise.
Yes I did play back then very much.
Never heard about leashing until loooong after Luclin.
Izmael
02-13-2017, 02:12 PM
how did all these non-classic changes make it past nilbog?
Mythanor is 100% correct in post #96. (I'm 90% sure b/c 10% brain cells have poofed in two decades.)
So if there's point A and B and there's a mob blocking A, you can now just aggro and outrun past its (lazy aggro) and reach B and let it path back, camp and log back in and you're clear? Gross... big nerf on FD and monks
And where the hell is triple attack?
And did the base dmg get nerfed or increased?
And sneak pulling nerfed and fd sneaking nerfed... Wtf
natescraigslist
02-13-2017, 02:21 PM
Guudbye to all the scrub casual monks Bye felisha!~
syztem
02-13-2017, 02:34 PM
was guilded with laotzu on tribunal, dude was amazing puller and knew all the tricks. coming to p99 though totally skewed my memory of pulling on everything and i simply re learned how to pull via this server using sneak and shit. i dont pull much at all anymore, but for other mechanics the lazy aggro like on lodizal(we have contests on red, who can run him to the desert island and kill him faster) or kite it out in the ocean for an hour+ while groups search/track it down.
kotton05
02-13-2017, 02:45 PM
***Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.***
is this a nerf or buff to epics and weapons like axe of the slayers(war only), Swarmcaller (rng only)
Is this the 2hb change?
Dedicated strafe keys were not available until way after classic;)
http://www.tski.co.jp/baldio/patch/20001116.html
In addition, the following changes were left out of yesterday's patch message:
Fixed a bug that would cause some to not be able to cast after being feared.
Data for group members and targets will be updated more frequently. This change should reduce complaints of warping and slow hitpoint and other updates.
Bards received increases in the skill cap for their instrument skills.
Changed the default combo for casting spells from CTRL-1:8 to ALT-1:8, as CTRL was interfering with players ability to strafe.
and if I remember correctly there was even an official post about how strafe running made it very hard for mobs to hit ya, pre kunark..
Rainik Stormseeker
02-13-2017, 02:58 PM
***Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.***
is this a nerf or buff to epics and weapons like axe of the slayers(war only), Swarmcaller (rng only)
I remember a 2H damage bonus nerf making the Silver Swiftblade nearly obsolete outside of training 2HS..
khanable
02-13-2017, 03:01 PM
http://www.tski.co.jp/baldio/patch/20001116.html
In addition, the following changes were left out of yesterday's patch message:
Fixed a bug that would cause some to not be able to cast after being feared.
Data for group members and targets will be updated more frequently. This change should reduce complaints of warping and slow hitpoint and other updates.
Bards received increases in the skill cap for their instrument skills.
Changed the default combo for casting spells from CTRL-1:8 to ALT-1:8, as CTRL was interfering with players ability to strafe.
and if I remember correctly there was even an official post about how strafe running made it very hard for mobs to hit ya, pre kunark..
Yeah. Strafe was done manually then.
There was no "set the a key to strafe left". That came later.
jolanar
02-13-2017, 03:07 PM
FD finally fixed. Not gonna lie, I will miss sneak pulling, but it was grossly wrong on the server. Too bad it's 6 years late lol. Now maybe people will appreciate other pulling classes and CC more when monks actually have to spend a decent amount of time splitting mobs.
Also a pretty huge nerf to Haflings.
Daldaen
02-13-2017, 03:13 PM
Also a pretty huge nerf to Haflings.
I live for this.
Cecily
02-13-2017, 03:30 PM
Game over to casuals ever raiding/pulling things in ToV ever again.
Guess that rules Awakened out.
Orajel
02-13-2017, 03:37 PM
TBH sneak pulling with a monk made it easy on here. Problem is the trick we used on live doesn't work here topull. Thetrick was double star/jav'ing to split mobs. So its going to make corner splitting more of a art. Also when the removed sneak from monks working they also added the timer like 2 min of being fd to wipe all aggro. you would get a little pop up text saying your enemies have forgotten about you or something. I forget teh exact wording..
Utanven
02-13-2017, 03:38 PM
When I think back to classic, mobs never forgot about me. I'd have bard speed in Dreadlands wiz/druid portals, run to FV, and the mob would still come chasing me 5 minutes later. So I'm curious the proof and mechanics behind this or if it is simply a non classy P99 update.
Lazy Aggro wasn't until later.. Luclin & beyond
I remember it coming in when they changed endurance and sped up meditating (rest mode or w/e)
Def not part of this era, mobs are supposed to remember & chase you forever
kunoxs
02-13-2017, 03:42 PM
Still no explanation regarding damage changes?
feanan
02-13-2017, 03:55 PM
did they ever fix the rogue epic haste not affecting backstab?
khanable
02-13-2017, 03:58 PM
Lazy Aggro wasn't until later.. Luclin & beyond
I remember it coming in when they changed endurance and sped up meditating (rest mode or w/e)
Def not part of this era, mobs are supposed to remember & chase you forever
https://groups.google.com/forum/#!searchin/alt.games.everquest/mob$20forgets|sort:relevance/alt.games.everquest/fPoRO8vXO5M/8JqsNiWdOdUJ
Pokesan
02-13-2017, 04:09 PM
dealt with lazy agro in pop beta(Al'Kabor)
so before that
So if there's point A and B and there's a mob blocking A, you can now just aggro and outrun past its (lazy aggro) and reach B and let it path back, camp and log back in and you're clear? Gross... big nerf on FD and monks
And where the hell is triple attack?
And did the base dmg get nerfed or increased?
And sneak pulling nerfed and fd sneaking nerfed... Wtf
dbouya
02-13-2017, 05:05 PM
anyone figure out what
"Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu."
means exactly?
Xtremeak
02-13-2017, 05:56 PM
What's the damage cap part relate to
not sure what all of them are ..but my 26 troll shaman went from hitting for 90 max with my 2hander to now 52 max ...pretty huge difference
Danth
02-13-2017, 06:09 PM
Circlet of Shadow (prenerf) appears to have been potentially caught up in this patch moreso than intended. Monters are attacking as soon as I stand up w/gather shadows. This is incorrect behavior; while they should not memblur until they reset (unless the feign blurs them), they should also not re-engage until the invisibility is dropped.
I haven't had time to fully trial this and I would appreciate if some other Necromancers or Shadow Knights could test this also, before I post to bug form, since it might be weirdness with server ticks. I'll do more trials myself later once I have more time.
Danth
Kesselring
02-13-2017, 06:11 PM
Cool, now my casual raid guild cant do harder targets or need more monks to do it when usually we only have 1 monk on during our raids. Thanks p99! Why was getting rid of sneak FD pulling even a thought? So now more casual players have to suffer for what exactly?
brasoff
02-13-2017, 06:20 PM
If I've learned anything from this thread it's that you should never wholly trust your memory.
There are about 50 threads that still exist about 2000 changes (kunark) that dealt directly with this change, but they also came about a year before monk triple attack so....yay we're getting closer?
Haynar
02-13-2017, 06:22 PM
not sure what all of them are ..but my 26 troll shaman went from hitting for 90 max with my 2hander to now 52 max ...pretty huge difference
Yes. Some classes hit for less. And instead of caps at just 10 and 20, there are now ones at 10, 20, 30. & 40.
Daldaen
02-13-2017, 06:33 PM
Cool, now my casual raid guild cant do harder targets or need more monks to do it when usually we only have 1 monk on during our raids. Thanks p99! Why was getting rid of sneak FD pulling even a thought? So now more casual players have to suffer for what exactly?
Recruit some shadowknights then.
Disease Cloud and Deaths Peace makes them excellent pullers.
These changes were made because classic mechanics.
Kesselring
02-13-2017, 06:35 PM
Recruit some shadowknights then.
Disease Cloud and Deaths Peace makes them excellent pullers.
These changes were made because classic mechanics.
meh im sure we'll figure it out but the fact of the matter is we dont have full attendance everytime and we always made it work with what we had.
jolanar
02-13-2017, 07:59 PM
Yes. Some classes hit for less. And instead of caps at just 10 and 20, there are now ones at 10, 20, 30. & 40.
Hasn't there always been caps at 30 here?
dbouya
02-13-2017, 10:34 PM
I played a monk sometimes in 2000-2001 and sneak never did jack. You p99 babies are just spoiled and I'm glad things are more classic.
A troll shaman should never have been hitting for 90 damage at level 26, because even in p99 there was a damage cap at 30.
I don't remember one existing at level 40, but I trust haynar. I would like to know though, what is the new damage cap at level 30-39? Can anyone comment/tell yet? Wiki will need an update.
Hasn't there always been caps at 30 here?
Yes, last time I was level 20-29 there was a cap of like 30? or 39 or something pitiful.
pogs4ever
02-13-2017, 11:07 PM
more classic, i love it!
now for the messageboards in highkeep....
Jmcwrestling
02-14-2017, 12:43 AM
Where are the patch files? They weren't included in the OP
Sallan
02-14-2017, 02:58 AM
They are server end patches (not client end)
jarlerop
02-14-2017, 07:13 AM
wtf my memory cant be this bad. I LIVED IN DREADLANDS. Im 100% positive I could agro a mob with bard speed, run from to the entire other side of Dreadlands, and it'd still be on my ass, hell id forget about the mob even being agro'd half the time till I saw it coming full blast for me.
I've drank a lot since Kunark/Velious but there is no way I believe anyone here
This was my experience as well, only i remember mobs dropping interest when i got far enough away. Also played a bard, and spent a lot of time in DL during kunark :)
It's weird, but I'm 100% sure mobs lost interest when they got too far away. Matter of fact that was one of the first things i noticed when i started here: mobs chasing you forever and that stupid strafe running to outrun mobs. Neither is classic as far as my memory goes.
EdTuBrutus
02-14-2017, 08:15 AM
I played a monk sometimes in 2000-2001 and sneak never did jack. You p99 babies are just spoiled and I'm glad things are more classic.
But they aren't classic because the randomised chance to forget on feign is far too low. This has a pretty significant effect on multiple mobs (because the effect of too low a chance to mem blur is amplified.
If you pull two mobs, and they have a 50% chance of blur on feign, you have a 25% chance of both mobs forgetting allowing a Sneak pull as they return (which has also been nerfed). If the two mobs have a 10% chance of blur on feign (which seems to be the case on P99) then you have a ONE PERCENT chance of both mobs forgetting. And that's just for two mobs.
This is MILES out of line with feign pulling on Live. It is Not Classic.
It appears that the current implementation will not allow feign split without using the mob's reset point. This is broken and not how the game worked on Live. We've moved from a situation where feign splitting was too easy (and it was, completely broken) to one where it is too difficult.
Victorio
02-14-2017, 09:29 AM
But they aren't classic because the randomised chance to forget on feign is far too low. This has a pretty significant effect on multiple mobs (because the effect of too low a chance to mem blur is amplified.
If you pull two mobs, and they have a 50% chance of blur on feign, you have a 25% chance of both mobs forgetting allowing a Sneak pull as they return (which has also been nerfed). If the two mobs have a 10% chance of blur on feign (which seems to be the case on P99) then you have a ONE PERCENT chance of both mobs forgetting. And that's just for two mobs.
This is MILES out of line with feign pulling on Live. It is Not Classic.
It appears that the current implementation will not allow feign split without using the mob's reset point. This is broken and not how the game worked on Live. We've moved from a situation where feign splitting was too easy (and it was, completely broken) to one where it is too difficult.
QFT
Victorio
02-14-2017, 09:30 AM
The changes in TOV will be fun for a while causing classic clears. Just need fixes on a few things (fd blur %, safe spots, faction hits)
But they aren't classic because the randomised chance to forget on feign is far too low. This has a pretty significant effect on multiple mobs (because the effect of too low a chance to mem blur is amplified.
If you pull two mobs, and they have a 50% chance of blur on feign, you have a 25% chance of both mobs forgetting allowing a Sneak pull as they return (which has also been nerfed). If the two mobs have a 10% chance of blur on feign (which seems to be the case on P99) then you have a ONE PERCENT chance of both mobs forgetting. And that's just for two mobs.
This is MILES out of line with feign pulling on Live. It is Not Classic.
It appears that the current implementation will not allow feign split without using the mob's reset point. This is broken and not how the game worked on Live. We've moved from a situation where feign splitting was too easy (and it was, completely broken) to one where it is too difficult.
/this
Code Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
hold my beer... bards can properly swarm (charm) kite now???
to clarify^
if you ran out of the "lazy aggro" range of your swarm they would attack your pet instead, soon as you got close enough they would all turn back at you. This worked during kunark on live, mob type/social aggro/factions didn't matter.
Haynar
02-14-2017, 11:36 AM
The changes in TOV will be fun for a while causing classic clears. Just need fixes on a few things (fd blur %, safe spots, faction hits)
FD is supposed to have a 65% chance to blur. I will check that its working right.
Haynar
02-14-2017, 11:40 AM
FD is supposed to have a 65% chance to blur. I will check that its working right.
My bad. Its 65% chance to remember you. That is pretty bad.
Baler
02-14-2017, 11:43 AM
Have you been Haynar'd lately?
Deviation
02-14-2017, 02:06 PM
I don't think Lazy agro was in the game even in PoP. Not sure if anyone knows what earthshaker pulls were but basically I'd go to a zone like plane of nightmare and I'd agro virtually the entire zone and have a train of around 200ish mobs and solo kill the entire train instantly. I'd imagine something like lazy agro would have made doing that extremely difficult and tedious but I don't remember ever having any such issues.
I just remember going around agroing everything and running without ever worrying about how far the train got from me. In fact I clearly remember that many times I'd lose the train because I ran so far away from it that I'd have to sit still for like 20 or so seconds before it got close enough for me to see it again.
Croco
02-14-2017, 03:11 PM
I'm glad the devs are slavishly working to make the game as grueling and unfun as possible for the sake of perceived classic after years of a game mechanic being accepted practice.
Kesselring
02-14-2017, 04:00 PM
P99 now beats counterstrike: global offensive in most useless and unfair updates.
How many dev's are on this thing? 1???
/s for those who take this comment seriously (serious but not serious, but serious).
Heebo
02-14-2017, 04:54 PM
Great changes. The lazy aggro range needs to be tweaked though. Should be doubled at the very least. Probably tripled.
Baler
02-14-2017, 05:25 PM
65% is > 50%
Landylil
02-14-2017, 09:12 PM
My bad. Its 65% chance to remember you. That is pretty bad.
The chance to memblur is also supposed to increase per FD.
Haynar
02-14-2017, 09:46 PM
The chance to memblur is also supposed to increase per FD.
It does. But i think it needs work.
Scailed
02-14-2017, 10:11 PM
I think the change is probably not at the moment good. However, once fixed and working as intended it CAN be a good thing. I'm a monk and i love pulling and challenges, however I don't want my pulling capabilities to be nerfed to the point where regardless of skill, I can't pull a single away from a group of enemies without it taking a ridiculous amount of time. Maybe having several monks able to work with each other to do this splits would be fun and hopefully it's not going to destroy casual players trying to level/group and potentially hurt them as well.
Deviation
02-15-2017, 04:09 AM
hmm
Deviation
02-15-2017, 04:09 AM
i made a post a long time ago that says a mod needs to approve it, whats up?
scifo76
02-15-2017, 08:37 AM
Where is the download link for this patch?
Baler
02-15-2017, 10:55 AM
Where is the download link for this patch?
Not every patch has new files to download.
v44 is the current set of files for p99 as of this post. you can find the link for it here.
http://www.project1999.com/forums/showthread.php?t=261699
xplit871
02-15-2017, 12:02 PM
Remove ToV binds while you are at it, leave monk pulling exactly how you have it, as well as leave lazy agro in. Pulling dragons across ToV and splitting them out was never a intended part of the game.
Also, we had no issues really pulling and splitting hate, just need pull teams now, not just a single monk with fd sneak and a eye.
xplit871
02-15-2017, 05:15 PM
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.
Daldaen
02-15-2017, 05:26 PM
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.
xplit871
02-15-2017, 05:41 PM
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!
Alukardo666
02-16-2017, 11:26 AM
af
demonstar55
02-16-2017, 02:16 PM
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/d043c38f71eef1436a8fc11b85e09b5a1480f7f4/zone/attack.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.
luciusslayer
02-16-2017, 06:31 PM
Time to delete my monk and make an SK to pull with
Lobus
02-16-2017, 07:17 PM
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/d043c38f71eef1436a8fc11b85e09b5a1480f7f4/zone/attack.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
demonstar55
02-16-2017, 07:20 PM
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.
Lobus
02-16-2017, 07:28 PM
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
voxxy
02-16-2017, 11:41 PM
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!
Anyone know if any changes where made to lull/harmony types of spells?
Had the worst of luck with them yesterday, mobs would aggro as if not lulled/harmony.
Sounds like sneak and harmony were using the same code.
anarch
02-17-2017, 03:29 PM
Was Ragebringer fixed? Every other haste item in the game gives cooldown reduction in the game (as it should) but Ragebringer doesn't. Ragebringer reduced backstab cooldown in classic, so please fix it.
Angelice
02-17-2017, 11:08 PM
Listen I played on Rallos Zek. We used strafe to outrun other players in classic. However, mobs would still catch and bash you which would result in the player killing you or dying to the mob. That is my memory of strafing in Classic/kunark/Velious. If others have different than that then I won't argue. But I remember mobs catching me and other players not able to on quite a few occasions strafing in PVP.
Lazie do you even play on this server anymore? Why would you care one way or another what happens here as a ghost? Or do you just troll the forums to argue about things your failing memory clearly are not serving you correctly on? :p Get your a$$ back to playing or quit being a forum troll ;p P.S. Would prefer the a$$ back playing... just saying
Angelice
02-17-2017, 11:10 PM
Was Ragebringer fixed? Every other haste item in the game gives cooldown reduction in the game (as it should) but Ragebringer doesn't. Ragebringer reduced backstab cooldown in classic, so please fix it.
Plz Plz! :D
RedXIII
02-18-2017, 03:46 PM
Not a evidence but i dont remember this whole leashe thing at all in Kunark/Velious era... even in planes of power when i stoped playing a 1-2 months in... was not a thing.
I used to agro stuff in Dreadlands, near FV Zoneline, run all the way to wizard spires... and after 3 mins there loooking for a port, mob would still come kill me. Never forgot me.
I used to make exp in that castle door in planes of valor in Planes of Power expansion, sometimes people would drop trains on us... we ran all the way to zonelines with horse speed and shit, and they still would chase us/kill us there.
Maybe thats just me. Anyways, thanks for all the hardwork you do coders/staff members.
EdTuBrutus
02-18-2017, 05:51 PM
It does. But i think it needs work.
Can I suggest it might be best considering what we want to happen and working back.
A 65% chance of blur means you get the chance to split 27% of the time vs 3 mobs. This seems much lower on live where my recollection is about a 50% chance of getting to try to split - this would work off an 80% chance of blur per mob. So on three mobs .8*.8*.8 = 51.2%.
Given that this is only to get a chance to split and Sneak has been altered with chance of social, this would seem reasonable? It would certainly tally with how I remember splits working on Live.
Mythanor
02-18-2017, 06:38 PM
of the 80% of the stats posted on the internet, 60% are made up and 75% are true. See what happens when just throw numbers out *that you remember* or that *you think are right by memory*.?
EdTuBrutus
02-19-2017, 12:57 AM
of the 80% of the stats posted on the internet, 60% are made up and 75% are true. See what happens when just throw numbers out *that you remember* or that *you think are right by memory*.?
Yeah. But maths is maths and no attempt at alt-facts is gonna change that.
Mythanor
02-19-2017, 02:54 AM
Can I suggest it might be best considering what we want to happen and working back.
A 65% chance of blur means you get the chance to split 27% of the time vs 3 mobs. This seems much lower on live where my recollection is about a 50% chance of getting to try to split - this would work off an 80% chance of blur per mob. So on three mobs .8*.8*.8 = 51.2%.
Given that this is only to get a chance to split and Sneak has been altered with chance of social, this would seem reasonable? It would certainly tally with how I remember splits working on Live.
Your maths is fine, your alt facts arent....
EdTuBrutus
02-19-2017, 04:09 AM
Your maths is fine, your alt facts arent....
Why, we're talking about the CHANCE to get a split, not of a split.
Live was about 50% chance to split vs 3 mobs, given we also have social on sneak now on P99, it seems a reasonable expectation.
Thank you to the volunteers for all your efforts at making P99 an enjoyable place to play EQ <3
Was Ragebringer fixed? Every other haste item in the game gives cooldown reduction in the game (as it should) but Ragebringer doesn't. Ragebringer reduced backstab cooldown in classic, so please fix it.
Why not just add "haste 40%" to Ragebringer and add the atk and ac to the stats instead of the seething fury effect? That will fix it
PLEASE FIX
renordw
02-19-2017, 01:42 PM
To be honest, I don't remember any of these changes on live, but in my opinion they are welcome to save us from bards stealing everything. Now, if only a server could be re-rolled with these rules.
kotton05
02-19-2017, 06:09 PM
No amount of changes will ever un do the damage chardok aoe did.
Hiyodori
02-20-2017, 04:20 AM
Where to Dl the patch for this?
blondeattk
02-20-2017, 10:59 AM
Where to Dl the patch for this?
all server side i think ?
Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
hold my beer... bards can properly swarm (charm) kite now???
No, to answer my own question. Probably because of:
Haynar: Added a 30 sec check for dropping aggro if beyond chase distance.
For it to work like kunark era (my memory, [anecdotes intensify]) it would need to be a check every tick. Might work fine for enchanters/druids, but a 30sec check on a song that lasts 18sec taint gonna work.
No you could not. Welcome to the noob list Erati. Setting strafe keys wasnt even a thing in classic clients. The only way to strafe was to hold 3 buttons down at once.
Yes, you could outrun mobs using strafe-running.
Two keys (forward plus either left or right) plus mouselook to control your facing and keep you from running in a circle. I was taught that trick during Kunark by some random FPS fan I duo'd with a few times.
stormlord
02-27-2017, 04:24 AM
You know what's not classic? Precise individual mob movement speeds.
That kind of exact information is gone forever.Hmm. I remember needing sow to get away from the griffon(s)--the big one was fast--in north karana.
For the poster who said this was EQ copying the extreme lazy anti-train aggro in the newer MMO's, umm, they're incomparable. Kunark especially had huge open zones. It's more likely they got the idea to do lazy-lite mechanics during that time.
But it's true MMO's are copying each other all the time. OOC regen (2006) is much better example. But honestly it's really simple. MMO's tend to copy whatever reduces downtime and whatever increases soloing power. Whatever makes players happy. Unfortunately, in a feverish pace to outcopy others, MMO's lose some of their originality and they all start to look/play the same. I mean, you can't have players from the bigger MMO's coming to your MMO and not knowing what to do, right? So just copy copy copy copy.
Lorglath84
03-07-2017, 01:37 PM
Why are mobs not mem-bluring when they get back to their spawn point?
Jimjam
03-07-2017, 05:32 PM
Why not just add "haste 40%" to Ragebringer and add the atk and ac to the stats instead of the seething fury effect? That will fix it
PLEASE FIX
no, spell ac is not the same as worn ac so that would not be a good fix. Better to remove the haste element only from seething fury (and add that as a second worn effect).
EQBallzz
03-07-2017, 06:41 PM
Why are mobs not mem-bluring when they get back to their spawn point?
That's a good question. I hope that it's answered soon!
Sebastionleo
03-08-2017, 02:06 AM
Why are mobs not mem-bluring when they get back to their spawn point?
Also sometimes even on a successful FD when you stay down you're getting faction hits.
aligwilliams
03-12-2017, 08:49 AM
now u leashed mobs can u unnerf wiz AE cap please? chardok mobs wouldnt chase now ?
Yrzep
04-09-2017, 09:51 AM
Updates are great - how about we deal w/ all of the dropped connections when zoning and/or logging in at some point?
Thanks!
Naethyn
04-09-2017, 12:57 PM
Leashing sucks. Stop nerfing the locked content that we will never see better challenges from. Things like plane of growth are a joke now. If you want to make things better just root Vyemm and make Vulak a ring event.
Dolalin
04-24-2017, 11:17 AM
So uh, when's the next patch guys? It's been like 2.5 months :D
Aviann
04-24-2017, 02:42 PM
Leashing sucks. Stop nerfing the locked content that we will never see better challenges from. Things like plane of growth are a joke now. If you want to make things better just root Vyemm and make Vulak a ring event.
Was reading some stuff last night and was wondering... Wasn't Vulak a ring event boss to begin with?
Ruinous
04-28-2017, 01:10 AM
They would not if you had the appropriate run speed to outdistance their chase range. You couldn't gain a speed advantage with strafe in classic either. You had to jump.
Your memory is wrong. I learned of strafe running in 1999. It is quite possible that you did not have luck doing it due to connection or graphical lag, maybe. Or you could just concede that your memory isn't quite as infallible as you thought.. ;)
Darkatar
05-01-2017, 12:09 AM
They would not if you had the appropriate run speed to outdistance their chase range. You couldn't gain a speed advantage with strafe in classic either. You had to jump.
Straferunning works because of movement oversights in vector movement calculations (Euclidean vector)
Many old games (EQ included until the client update for POP or perhaps later) calculate movement using an euclidean vector, when most modern games either compensate for this by capping your max speed, or by using a more accurate formula to calculate your actual speed.
For example, EQ/Doom/Wolfenstein/Descent/many others calculated speed something like-
sqrt(a2+b2)=(s)peed
Where a is foward movement and b is sideways movement.
Lets assume a and b can be the same speed value (sideways is as fast as forwards)
Lets call base speed 100 or 100%
Lets calculate your strafe speed.
sqrt(100^2+100^2)=141.421356237 (sqrt[2]), lets truncate and call that 141%
Because of that oversight, you can gain an overall speed boost by using two of your movement directions at once.
But wait, we forgot jumping!
Jumping adds a third plane to use, so the calculation looks like
sqrt(100^2+100^2+100^2)=173.205080757 (sqrt[3]) Lets truncate again, and call that 173%
I'm not actually sure on the "speed" of the "up" portion of the jump, but the down portion definitely exceeds maximum standard speed, so for simplicity we will also assume jumping speed c=100.
It may be more, it may be less, but it's probably more, considering how fast you fall in this game.
So, as you can see
1 plane of movement used = 100%
2 plane of movement used = 141%
3 plane of movement used = 173%
There's a few ways to solve this issue, either by capping "actual" speed (you would fall in slow motion while straferunning if the Zplane had a capped speed), or by doing a more accurate (unclassic, more CPU intensive, probably hardcoded into the client) movement calculation.
Could cap speed on the server side but that would cause rubberbanding like a motherfucker.
(I understand the difference between speed and velocity but for simplicity/less confusion, I called it speed)
[I]*Disclaimer-I'm tired and don't math gud, please fix anything I derped if you see it.
aaezil
05-10-2017, 08:20 PM
What is up with all this non classic agro code? Mobs should chase you indefinitely. WHAT ARE YOU DOING HAYNAR?!?!?
Lol p99 has never been and will never be classic true to era
mickmoranis
06-07-2017, 05:45 PM
Trying to install titanium on my new PC but I get spell file error, I see no patch to download and update my directory with. Where come I cant find it?
nilbog
06-07-2017, 05:53 PM
Trying to install titanium on my new PC but I get spell file error, I see no patch to download and update my directory with. Where come I cant find it?
Whatever is stickied in news and announcements is where the latest files should be found.
https://www.project1999.com/forums/showthread.php?t=261699 (https://www.project1999.com/forums/showthread.php?t=261699)
Darkatar
06-11-2017, 06:38 PM
Wups delete
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