View Full Version : who wears the fungi the best(not fashionquest)
kuuky
05-16-2017, 07:18 PM
A fungi is arguably the best twink item for any character than can wear it. However that makes me ask what class gets the best use out of it?
For instance a Monk/SK FDing with a fungi gets great regen added in.
A shaman can regen more hp to canni with while wearing it.
Your turn.
Alder
05-16-2017, 07:22 PM
ranger because we need all the help we can get
skwayb
05-16-2017, 07:51 PM
I would say a necro or a shaman. Converting HPs to mana makes them very powerful. Having regen really helps.
For a shaman, combine that with Torpor and you never run out of mana.
Phenyo
05-16-2017, 07:52 PM
shaman
Swish
05-16-2017, 08:16 PM
Enchanter soloing (curveball)
Dezik
05-16-2017, 08:21 PM
Iksar Monk becomes a god among mortals
paulgiamatti
05-16-2017, 08:25 PM
myconid spore king
skarlorn
05-16-2017, 08:34 PM
k
well
necros, encs can't wear a fungi
so if you posted that, go ahead and uninstall (it's 2017)
definitely shaman.
mickmoranis
05-16-2017, 08:35 PM
Druid
xKoopa
05-16-2017, 08:59 PM
monk/shaman
loramin
05-16-2017, 09:08 PM
ranger because [they] need all the help [they] can get
Maner
05-16-2017, 09:28 PM
I would say a necro or a shaman. Converting HPs to mana makes them very powerful. Having regen really helps.
For a shaman, combine that with Torpor and you never run out of mana.
Why does a shaman need a fungi if they have torpor?
Crede
05-16-2017, 09:30 PM
Most utility: Monk/Shaman
Coolest use i've seen of it: Battle Druidess
Fashionquest winner: Human Ranger
loramin
05-16-2017, 09:33 PM
Why does a shaman need a fungi if they have torpor?
Not all Shaman have Torpor :mad:
But yeah, they don't.
kelsoider
05-16-2017, 09:34 PM
Nothing like running around Crushbone with a fungi on
Baler
05-16-2017, 09:37 PM
monk/shm
Why does a shaman need a fungi if they have torpor?
Because torpor does not have a 100% uptime, unlike fungi/natural regen which does.
You'll always be getting more health per tick with natural regen and or a fungi. Which if you really don't know why a shaman with torpor would need/want a fungi/extra regen. It's so they can canni more mana. Or have better odds of staying alive.
Makes me so mad how people think regen is outweighed completely by torpor. :mad: :mad:
---
You can pick up 4 quarters and have $1
OR (https://www.youtube.com/watch?v=3ARNqyQ0CuY)
You can pick up 4 quarters plus 4 nickles and have $1.20
Which number is bigger.
Dezik
05-16-2017, 09:53 PM
I don't deny fungi is great for a shaman.. however it completely changes what a monk can do. A shaman can still heal and regen without a fungi albeit not as effeciently.. my monk on the other hand goes from an okay solo class to a solid one with a fungi.
mickmoranis
05-16-2017, 09:55 PM
I don't deny fungi is great for a shaman.. however it completely changes what a monk can do. A shaman can still heal and regen without a fungi albeit not as effeciently.. my monk on the other hand goes from an okay solo class to a solid one with a fungi.
I definitely think that monk is the obvious choice, if you have 6 level 60's and all of them were made up of classes listed in this thread, I think you would find you kept it on your monk the most.
But for druid on red, its as game changing. Being able to double regen while running around and your dots do things, is pretty huge.
Jorgam
05-16-2017, 10:54 PM
Bard gets a great boon from sporting a fungi. Nothing like surviving a circle you went too tight on by running around until you're full life instead of getting smoked.
Rivera
05-16-2017, 11:06 PM
Shadow Knight so you can wear Zlandicars Heart and Belt of the Great Turtle with it and just run around not dying.
Samoht
05-16-2017, 11:22 PM
Shadow Knight so you can wear Zlandicars Heart and Belt of the Great Turtle with it and just run around not dying.
This answer gets my vote based solely on how absurdly expensive it would be.
Cecily
05-17-2017, 05:35 AM
And still not stack.
Spyder73
05-17-2017, 09:18 AM
And still not stack.
Problem with Zlandicar heart is 3 fold
1) Main hand only
2) Despite being a 'sword' graphic the thing has no damage/delay
3) I would personally track and kill any SK who got this item over a necro
Jimjam
05-17-2017, 09:53 AM
myconid spore king
I enjoyed this one most.
I thought worn regen caps (and stacks) to 35. Attack should cap at 250 (including primal) and FT should not stack at all but still would be 15 cap.
If other items do nothing then i suspect AoB is broken.
Doctor Jeff
05-17-2017, 10:01 AM
k
well
necros, encs can't wear a fungi
so if you posted that, go ahead and uninstall (it's 2017)
definitely shaman.
you give it to their pets ya moran
Rygar
05-17-2017, 12:22 PM
The correct answer is the Fungi Tunic is the most overpowered item in the game and when/if custom content ever rolls around I hope they nerf the hell out of it.
Would like to see the following changes to it:
1) Restrict to classes who could only truly wear chainmail (WAR SK PAL BRD CLR ROG RNG SHM)
2) Race restrict it (No Iksar... already too OP, no Very Large races (Troll / Ogre))
3) Increase the negative stats (-50 Dex, -50 AGI, -100 HP, remove all AC)
4) Enable the Movement debuff for worn effect (~-40% snare)
5) Add level restriction (LVL 40)
6) Decreased drop rate (ultra rare)
Notably Monks should have no business wearing this item, already so well rounded. Maaaaaybe allow Human Monks to give some race incentive to roll human.
However, with the increase in negative stats it may not be as effective a solo item (the -AGI could be hard to overcome before penalty kicks in, and would maybe influence different gear choices in your other slots). I would imagine most people would use it for out of combat regen only or when DPSing.
The additional Race restrictions can breath some new life into race / class combos. Barbarian Shaman's now have an advantage besides just faction (lame). SKs beside Troll / Ogre / Iksar don't have to just consider innate regen / frontal stun immunity as the right choice (same for shaman really).
The snare effect obviously should have always been in place considering you are getting the benefits of the spell but none of the downside (doesn't make sense).
Level restriction seems a good thing to prevent just plowing through newbie zones as a soloist.
Would also be in favor of a casting time to make it a 'buff' that is short duration (~15 seconds?) to encourage use for out of combat regen.
Just my 2 cents.
Jimjam
05-17-2017, 12:32 PM
Great ideas for custom non-classic content.
Personally I believe the fungi was an itemisation mistake too.
There should also be way more -agi equipment. Getting close to that 75 agi limit should be a real danger.
I know there is a proxy for this with encumbrance, but post vanilla there is too much +str and too little weight for that mechanic to come into effect. I'd also like to see more mobs casting incapacitate type spells that lower str/agi. Make Agi meaningful!
Very whimsical this talk, really. All outside the scope of the server though.
Dezik
05-17-2017, 01:01 PM
The correct answer is the Fungi Tunic is the most overpowered item in the game and when/if custom content ever rolls around I hope they nerf the hell out of it.
Would like to see the following changes to it:
1) Restrict to classes who could only truly wear chainmail (WAR SK PAL BRD CLR ROG RNG SHM)
2) Race restrict it (No Iksar... already too OP, no Very Large races (Troll / Ogre))
3) Increase the negative stats (-50 Dex, -50 AGI, -100 HP, remove all AC)
4) Enable the Movement debuff for worn effect (~-40% snare)
5) Add level restriction (LVL 40)
6) Decreased drop rate (ultra rare)
Notably Monks should have no business wearing this item, already so well rounded. Maaaaaybe allow Human Monks to give some race incentive to roll human.
However, with the increase in negative stats it may not be as effective a solo item (the -AGI could be hard to overcome before penalty kicks in, and would maybe influence different gear choices in your other slots). I would imagine most people would use it for out of combat regen only or when DPSing.
The additional Race restrictions can breath some new life into race / class combos. Barbarian Shaman's now have an advantage besides just faction (lame). SKs beside Troll / Ogre / Iksar don't have to just consider innate regen / frontal stun immunity as the right choice (same for shaman really).
The snare effect obviously should have always been in place considering you are getting the benefits of the spell but none of the downside (doesn't make sense).
Level restriction seems a good thing to prevent just plowing through newbie zones as a soloist.
Would also be in favor of a casting time to make it a 'buff' that is short duration (~15 seconds?) to encourage use for out of combat regen.
Just my 2 cents.
Glad you arnt a dev.. terrible idea
Sirban
05-17-2017, 01:45 PM
negroprancers
Rygar
05-17-2017, 02:30 PM
Glad you arnt a dev.. terrible idea
What is terrible about it? Just would like to hear more.
In my opinion when a single item obtained in a non-raid environment completely changes the effectiveness of a class and makes all other gear for that slot irrelevant it is just too OP. Needs to be some balance.
mickmoranis
05-17-2017, 02:34 PM
The correct answer is the Fungi Tunic is the most overpowered item in the game and when/if custom content ever rolls around I hope they nerf the hell out of it.
Would like to see the following changes to it:
1) Restrict to classes who could only truly wear chainmail (WAR SK PAL BRD CLR ROG RNG SHM)
2) Race restrict it (No Iksar... already too OP, no Very Large races (Troll / Ogre))
3) Increase the negative stats (-50 Dex, -50 AGI, -100 HP, remove all AC)
4) Enable the Movement debuff for worn effect (~-40% snare)
5) Add level restriction (LVL 40)
6) Decreased drop rate (ultra rare)
Notably Monks should have no business wearing this item, already so well rounded. Maaaaaybe allow Human Monks to give some race incentive to roll human.
However, with the increase in negative stats it may not be as effective a solo item (the -AGI could be hard to overcome before penalty kicks in, and would maybe influence different gear choices in your other slots). I would imagine most people would use it for out of combat regen only or when DPSing.
The additional Race restrictions can breath some new life into race / class combos. Barbarian Shaman's now have an advantage besides just faction (lame). SKs beside Troll / Ogre / Iksar don't have to just consider innate regen / frontal stun immunity as the right choice (same for shaman really).
The snare effect obviously should have always been in place considering you are getting the benefits of the spell but none of the downside (doesn't make sense).
Level restriction seems a good thing to prevent just plowing through newbie zones as a soloist.
Would also be in favor of a casting time to make it a 'buff' that is short duration (~15 seconds?) to encourage use for out of combat regen.
Just my 2 cents.
these are pretty good balanced changes, altho the 40% move speed debuf while worn is a little much, since the staff provides that, the tunic is rarer from the same mob and therefore better. Same with your cast time and making it a buff, thats for the staff.
But I agree, even with no iksar, it would balance monk race choice instead of making it an obvious one.
Samoht
05-17-2017, 02:38 PM
What is terrible about it? Just would like to hear more.
In my opinion when a single item obtained in a non-raid environment completely changes the effectiveness of a class and makes all other gear for that slot irrelevant it is just too OP. Needs to be some balance.
How about you just lower the regen?
Rygar
05-17-2017, 02:38 PM
Great ideas for custom non-classic content.
Personally I believe the fungi was an itemisation mistake too.
There should also be way more -agi equipment. Getting close to that 75 agi limit should be a real danger.
I know there is a proxy for this with encumbrance, but post vanilla there is too much +str and too little weight for that mechanic to come into effect. I'd also like to see more mobs casting incapacitate type spells that lower str/agi. Make Agi meaningful!
Very whimsical this talk, really. All outside the scope of the server though.
I agree, -stats in general should be on more gear. You really only see it on necro gear (typically -CHA) and other stuff here or there. Would be nice seeing some +100 HP -30 AGI or what not. Or stuff that may increase your mana pool but lower your HP. There are some select items like that, but it basically makes choosing your gear too easy.
Raiders may want different gear than Soloists, but some -stat gear may not affect you as much if you group since you can get buffs and such to overcome that.
Love the idea of incapacitate debuffs! I agree that AGI should be a more meaningful stat
Jimjam
05-17-2017, 03:48 PM
How about you just lower the regen?
Yes, it would be great for regen to be capped per level as per DMG, AC, Haste and almost every other actually important stat other than hp/mana.
Living with 18 year old decisions (mistakes?) is the choice we make here, though.
Maner
05-17-2017, 05:08 PM
these are pretty good balanced changes, altho the 40% move speed debuf while worn is a little much, since the staff provides that, the tunic is rarer from the same mob and therefore better. Same with your cast time and making it a buff, thats for the staff.
But I agree, even with no iksar, it would balance monk race choice instead of making it an obvious one.
Except none of those changes are in any way balanced. And the staff in this timeline is the ultra rare drop, fungi is actually pretty common. In fact I have never seen a staff, have seen ~10 robes and over 30 fungis drop on blue.
Yes, it would be great for regen to be capped per level as per DMG, AC, Haste and almost every other actually important stat other than hp/mana.
Living with 18 year old decisions (mistakes?) is the choice we make here, though.
Haste isn't capped, neither is any other actual stat. Damage is really capped pre 20. The real problem is who are you to decide what was a mistake and what wasn't?
Danth
05-17-2017, 05:40 PM
Twink characters don't bother me. Let them have their fun. I like interesting items with unique effects. That's one of the things that makes this game special--as opposed to being just another case of "i-level" dictated item design where item upgrades devolve into little more than +gooder.
Fungi tunics work great on pretty well anyone who can wear them. I don't know that any single class benefits most from them.
Danth
georgie
05-17-2017, 06:10 PM
Iksar anything
mickmoranis
05-17-2017, 06:18 PM
Except none of those changes are in any way balanced. And the staff in this timeline is the ultra rare drop, fungi is actually pretty common. In fact I have never seen a staff, have seen ~10 robes and over 30 fungis drop
Thats true, but you know the balance that this poster talks about, if you adjusted the drop rate to make the inferior item drop more, it would make sense.
I still think the changes that poster said are smart and more balanced than current iteration of fungi.
Maner
05-17-2017, 07:00 PM
Thats true, but you know the balance that this poster talks about, if you adjusted the drop rate to make the inferior item drop more, it would make sense.
I still think the changes that poster said are smart and more balanced than current iteration of fungi.
Which is why the drop rate was nerfed on live. We however arent to the point in the time line where that happened i dont think. I do however think it was nerfed during velious so it should happen on P99. at which point i hope you have 10-20 fungis bankeds
mickmoranis
05-17-2017, 07:08 PM
already cant fd pull that thing so easily anymore so technicaly drop rate is nerfed.
Maner
05-17-2017, 07:28 PM
already cant fd pull that thing so easily anymore so technicaly drop rate is nerfed.
Still really easy to pull king camp though
Sarkhan
05-17-2017, 08:24 PM
Haste isn't capped, neither is any other actual stat. Damage is really capped pre 20. The real problem is who are you to decide what was a mistake and what wasn't?
Would just like to point out that Haste IS capped
http://wiki.project1999.com/Haste_Guide#Haste_Caps
Maner
05-17-2017, 08:29 PM
Would just like to point out that Haste IS capped
http://wiki.project1999.com/Haste_Guide#Haste_Caps
Which is spell haste, worn haste has no cap. It would also take someone following you around buffing you with an out of lvl haste in order to hit the cap at lower levels. Not just equipping one item.
Beastagoog
05-17-2017, 08:50 PM
Fungi's so powerful that well into pop era certain classes still used them.
That's the testimony of a well designed item.
Kunark - Velious - Luclin - PoP - Ldon+LoY and still going stronk... I didnt really play much after those expacs, however I am sure they started to fade off.
One of the best features of eq is twinking alts and using/collecting items that endure in quality/usefulness thru expansion pack releases.
On Ring of Xev server fungi's still sold for 40-50k during pop era. Ikky bp's were 4-5k....
Maner
05-17-2017, 10:38 PM
Fungi's so powerful that well into pop era certain classes still used them.
That's the testimony of a well designed item.
Kunark - Velious - Luclin - PoP - Ldon+LoY and still going stronk... I didnt really play much after those expacs, however I am sure they started to fade off.
One of the best features of eq is twinking alts and using/collecting items that endure in quality/usefulness thru expansion pack releases.
On Ring of Xev server fungi's still sold for 40-50k during pop era. Ikky bp's were 4-5k....
Was ring of Xev different from just the Xev server? there was a guild on Xev even called Ring of Xev
Beastagoog
05-18-2017, 01:37 AM
Was ring of Xev different from just the Xev server? there was a guild on Xev even called Ring of Xev
Lol yah i meant Xev server.
I eventually joined Ring of Xev.
Hitmonkey
05-18-2017, 02:37 AM
The correct answer is the Fungi Tunic is the most overpowered item in the game and when/if custom content ever rolls around I hope they nerf the hell out of it.
Would like to see the following changes to it:
1) Restrict to classes who could only truly wear chainmail (WAR SK PAL BRD CLR ROG RNG SHM)
2) Race restrict it (No Iksar... already too OP, no Very Large races (Troll / Ogre))
3) Increase the negative stats (-50 Dex, -50 AGI, -100 HP, remove all AC)
4) Enable the Movement debuff for worn effect (~-40% snare)
5) Add level restriction (LVL 40)
6) Decreased drop rate (ultra rare)
Notably Monks should have no business wearing this item, already so well rounded. Maaaaaybe allow Human Monks to give some race incentive to roll human.
However, with the increase in negative stats it may not be as effective a solo item (the -AGI could be hard to overcome before penalty kicks in, and would maybe influence different gear choices in your other slots). I would imagine most people would use it for out of combat regen only or when DPSing.
The additional Race restrictions can breath some new life into race / class combos. Barbarian Shaman's now have an advantage besides just faction (lame). SKs beside Troll / Ogre / Iksar don't have to just consider innate regen / frontal stun immunity as the right choice (same for shaman really).
The snare effect obviously should have always been in place considering you are getting the benefits of the spell but none of the downside (doesn't make sense).
Level restriction seems a good thing to prevent just plowing through newbie zones as a soloist.
Would also be in favor of a casting time to make it a 'buff' that is short duration (~15 seconds?) to encourage use for out of combat regen.
Just my 2 cents.
Yaaaah that's a lot of dumb. I'm surprised you didn't add gnome illusion to make it super shitty
Jimjam
05-18-2017, 03:11 AM
Haste isn't capped, neither is any other actual stat. Damage is really capped pre 20. The real problem is who are you to decide what was a mistake and what wasn't?
I'm sorry, but you need to get better informed if you are going to try to post so decisively.
DMG goes through several caps as you level up, and this goes beyond level 20.
Classically, Haste and worn AC are also capped by level. I've not bothered to test it on p99 so maybe I am wrong in practice for this server.
As to who I am to 'decide' what was a mistake? I hoped my post was clear I was posting my opinion of what would be improvements to the fungi in a hypothetical non-classic server. The entire point of a forum is to discuss facts and opinions and I believe so far I have not deviated too far from the topic. It's certainly a point many of us are enjoying discussing.
It's pretty hypocritical for you to call me out on being unqualified to post my opinions, which are subjective, whereas you are posting information which is objectively wrong. I suggest in the future you either double check your facts or use disclaimers to avoid appearing willfully ignorant.
Which is spell haste, worn haste has no cap. It would also take someone following you around buffing you with an out of lvl haste in order to hit the cap at lower levels. Not just equipping one item.
Well, my understanding is cumulative haste has a cap. While shaman and bard have pretty mediocre haste, Enchanters make it very easy to go over the cumulative cap with only an entry level haste item. Hell, my ranger main used to be over the haste cap with just his equipment and clickies whilst I was levelling him up. The haste cap is not just an academic issue, it actually can come into effect while grouping on a twinked character.
Rygar
05-18-2017, 08:29 AM
Yaaaah that's a lot of dumb. I'm surprised you didn't add gnome illusion to make it super shitty
I would hardly call those changes shitty really, its just a nerf that still enables a heavy regen rate. If you are soloing and want to regen out of combat or while meditating as an SK / Ranger / Paladin it is a huge bonus for you, also huge for that Barbarian Shaman. Heck even as a duo with a shaman any tank can overcome the AGI debuff pretty easy.
I doubt the market for fungi's would tank with the changes, it would still be a very powerful item worn by many.
Early in Kunark they removed / moved some overpowered items from Seb realizing they went to far on the itemization. Even if you left fungi as is and made it a Trak or VP drop it would at least have the rarity of the item justify the power it gives. It would be selling for Manna Robe pricing or greater, probably 150k. You'd maybe have 1 Fungi dropping every 9 days or something, so figure around 40 per year on the server.
Also, Gnome: Illusion would be FashionQuest gold for Paladins / SKs / Bards / Ranger / Shaman. Triple the price coming at you!
jolanar
05-18-2017, 01:24 PM
IMO the problem is that fungi is over powered, it's that there almost nothing in between being naked and the extreme power that is wearing a fungi.
loramin
05-18-2017, 02:21 PM
IMO the problem is that fungi is over powered, it's that there almost nothing in between being naked and the extreme power that is wearing a fungi.
Ikky BP! But yeah it'd be great if there was (say) a 10 HP/tick tunic.
Enderenter
05-18-2017, 02:22 PM
Shaman pre-Torpor, particularly if its a non iksar/troll shammy.
Monk otherwise.
Sadiki
05-18-2017, 02:52 PM
Wedar can you please stop trying to nerf my fungi thanks
jolanar
05-18-2017, 02:53 PM
IMO the problem is that fungi is over powered, it's that there almost nothing in between being naked and the extreme power that is wearing a fungi.
Meant to say isn't on that first part lol.
Maner
05-18-2017, 03:25 PM
Early in Kunark they removed / moved some overpowered items from Seb realizing they went to far on the itemization. Even if you left fungi as is and made it a Trak or VP drop it would at least have the rarity of the item justify the power it gives. It would be selling for Manna Robe pricing or greater, probably 150k. You'd maybe have 1 Fungi dropping every 9 days or something, so figure around 40 per year on the server.
The fungi was never moved or was the drop rate changed during kunark. Do you just make shit up if you think it helps your argument? What items did they remove other than a 1hs from reet frogs?
I'm sorry, but you need to get better informed if you are going to try to post so decisively.
DMG goes through several caps as you level up, and this goes beyond level 20.
Classically, Haste and worn AC are also capped by level. I've not bothered to test it on p99 so maybe I am wrong in practice for this server.
As to who I am to 'decide' what was a mistake? I hoped my post was clear I was posting my opinion of what would be improvements to the fungi in a hypothetical non-classic server. The entire point of a forum is to discuss facts and opinions and I believe so far I have not deviated too far from the topic. It's certainly a point many of us are enjoying discussing.
It's pretty hypocritical for you to call me out on being unqualified to post my opinions, which are subjective, whereas you are posting information which is objectively wrong. I suggest in the future you either double check your facts or use disclaimers to avoid appearing willfully ignorant.
Well, my understanding is cumulative haste has a cap. While shaman and bard have pretty mediocre haste, Enchanters make it very easy to go over the cumulative cap with only an entry level haste item. Hell, my ranger main used to be over the haste cap with just his equipment and clickies whilst I was levelling him up. The haste cap is not just an academic issue, it actually can come into effect while grouping on a twinked character.
You said every stat had caps not just haste and AC. And no, it is not possible to reach that haste cap by yourselff with just items. Your understanding is obviously lacking. There are two types of haste, worn and spell. Only one worn haste item works at a time as does only one spell haste work at a time. Ignoring the extra bard song of course. Even if you twink a toon with a 36% haste item they are still able to use 95% of at level chanter haste spells. You only go over the cap if, like I said, have someone higher level buffing you. Which means you support powerleveling but not thinking which is kinda stupid imo.
Cumulative haste ALWAYS has a cap even at lvl 60 there is a haste cap...I haven't posted anything that is subjectively wrong, your just making shit up based on your limited knowledge about live and EQ mechanics.
As I said the major damage cap is lvl 20, and even monsters have damage caps based on their level. This line of thinking is also irrelevant to the topic.
You literally called it an 18 year old mistake lol. That isn't an opinion that is you saying it's a mistake like you're qualified to make that judgement.
Rygar
05-18-2017, 03:48 PM
The fungi was never moved or was the drop rate changed during kunark. Do you just make shit up if you think it helps your argument? What items did they remove other than a 1hs from reet frogs?
Easy on the blood pressure there big fella, you just misunderstood me. I know fungi want ever moved, just saying in my opinion would have been best moved to a trak or VP dragon. Saying if P99 ever did custom content that may be a good solution.
They removed the Runed Fighters Staff, Blade of the Black Dragon Eye, and that insane Trak staff got moved to VP and became Bo Staff of Transmorg or something like that.
Samoht
05-18-2017, 03:53 PM
Rod of Annihilation (https://wiki.project1999.com/Rod_of_Annihilation)
But Rygar has a tendency for over-nerfing things to a non-classic state. (http://www.project1999.com/forums/showthread.php?t=271934) This thread is heading in a slippery direction.
Jontheripper
05-18-2017, 04:22 PM
Waaah waaah fungi is OP.
Just say it should be bind on pickup and be done with it.
Jimjam
05-18-2017, 04:27 PM
You said every stat had caps not just haste and AC. And no, it is not possible to reach that haste cap by yourselff with just items. Your understanding is obviously lacking. There are two types of haste, worn and spell. Only one worn haste item works at a time as does only one spell haste work at a time. Ignoring the extra bard song of course. Even if you twink a toon with a 36% haste item they are still able to use 95% of at level chanter haste spells. You only go over the cap if, like I said, have someone higher level buffing you. Which means you support powerleveling but not thinking which is kinda stupid imo.
Cumulative haste ALWAYS has a cap even at lvl 60 there is a haste cap...I haven't posted anything that is subjectively wrong, your just making shit up based on your limited knowledge about live and EQ mechanics.
As I said the major damage cap is lvl 20, and even monsters have damage caps based on their level. This line of thinking is also irrelevant to the topic.
You literally called it an 18 year old mistake lol. That isn't an opinion that is you saying it's a mistake like you're qualified to make that judgement.
I said every important stat. I appreciate I was unclear in what I was communicating there, my apologies for that.
I agree, it is not possible to cap out with just (worn) items. Maybe it is my ability to communicate which is lacking, if that is what you understood me to mean?
As such I think you might have misconstrued what I've wanted to say (probably due to a communication failure on my part) and then argued against that construct.
There is something I don't understand. You mention you don't get the full benefit (95%)of a level appropriate enchanter haste when wearing a powerful worn haste . You then go on to say you need a high level enchanter haste to go over the haste cap. Those two statements seem to conflict? I was hoping you could offer help by explaining again, but with rephrasing what you meant.
I'll try rephrasing what I was trying to say.
If you are grouped with a haste caster then twinking with worn haste loses some of its value. Let's use your example of a 36% haste item, at level 20 (or 29 with shaman) you would have 30% buff haste from the caster, so your haste item would only effectively be 20% (50% haste cap till 30).
IIRC weapons are capped by DMG at levels 10, 20 and 30 (note: Haynar's recent change may have altered this, and thank you for clarifying that you meant the 'major' cap at 20).
Worn AC had by level caps.
Point being: I reckon Haste, Weapons, and AC are the three most important vanilla stats. They were all subject to caps, reducing the impact of overgearing/twinking. Along comes Kunark, which introduced the worn regrowth fungi (yeah, I know classic had rubicite), but unlike the other three 'important stats' did not include any mechanic to reduce the impact of overgearing or twinking. In my view allowing this item to function at max from level 1 was a mistake...
BUT perhaps the devs had a perspective I haven't considered... Perhaps the servers at that point were mature or design philosophy had changed and it didn't matter that fungi regen was so powerful at every level.
Re: my opinion on the design of the Fungi.
Well obviously my opinion that it is a mistake is objectively wrong because some people's perspective of this item is much more positive than mine. I'm still entitled to hold and explore my opinion, though.
I hope I'm not coming across as aggressive or unfriendly. Just trying to take part in discussion. I appreciate tone is difficult to communicate on the webs.
Cecily
05-18-2017, 04:44 PM
Fungi is the BIS rogue chestpiece on anything with an AE. Since we're the ones that actually kill things, I'd say we get the most practical use.
Maner
05-18-2017, 05:09 PM
I said every important stat. I appreciate I was unclear in what I was communicating there, my apologies for that.
I agree, it is not possible to cap out with just (worn) items. Maybe it is my ability to communicate which is lacking, if that is what you understood me to mean?
As such I think you might have misconstrued what I've wanted to say (probably due to a communication failure on my part) and then argued against that construct.
There is something I don't understand. You mention you don't get the full benefit (95%)of a level appropriate enchanter haste when wearing a powerful worn haste . You then go on to say you need a high level enchanter haste to go over the haste cap. Those two statements seem to conflict? I was hoping you could offer help by explaining again, but with rephrasing what you meant.
I'll try rephrasing what I was trying to say.
If you are grouped with a haste caster then twinking with worn haste loses some of its value. Let's use your example of a 36% haste item, at level 20 (or 29 with shaman) you would have 30% buff haste from the caster, so your haste item would only effectively be 20% (50% haste cap till 30).
IIRC weapons are capped by DMG at levels 10, 20 and 30 (note: Haynar's recent change may have altered this, and thank you for clarifying that you meant the 'major' cap at 20).
Worn AC had by level caps.
Point being: I reckon Haste, Weapons, and AC are the three most important vanilla stats. They were all subject to caps, reducing the impact of overgearing/twinking. Along comes Kunark, which introduced the worn regrowth fungi (yeah, I know classic had rubicite), but unlike the other three 'important stats' did not include any mechanic to reduce the impact of overgearing or twinking. In my view allowing this item to function at max from level 1 was a mistake...
BUT perhaps the devs had a perspective I haven't considered... Perhaps the servers at that point were mature or design philosophy had changed and it didn't matter that fungi regen was so powerful at every level.
Re: my opinion on the design of the Fungi.
Well obviously my opinion that it is a mistake is objectively wrong because some people's perspective of this item is much more positive than mine. I'm still entitled to hold and explore my opinion, though.
I hope I'm not coming across as aggressive or unfriendly. Just trying to take part in discussion. I appreciate tone is difficult to communicate on the webs.
Again, spell haste and worn haste always has a cap even at lvl 60, as does worn regen. when you hit 30 a shm within the same grouping level will never put you at haste cap with a 36% haste item again.
Yes, it would be great for regen to be capped per level as per DMG, AC, Haste and almost every other actually important stat other than hp/mana.
Living with 18 year old decisions (mistakes?) is the choice we make here, though.
"Almost every other actually important stay" please explain which you mean.
Fungi is the BIS rogue chestpiece on anything with an AE. Since we're the ones that actually kill things, I'd say we get the most practical use.
Which would hold true for any melee class that is eating an AE and dpsing
Cecily
05-18-2017, 05:12 PM
Which would hold true for any melee class that is eating an AE and dpsing
Right, but they don't really do anything the rogues aren't doing better. So. They. Don't. Count.
But you're right.
Samoht
05-18-2017, 05:20 PM
Right, but they don't really do anything the rogues aren't doing better. So. They. Don't. Count.
But you're right.
Did Cecily really just discount ranger contributions to dragon raids? Are we really in the Twilight Zone?
Cecily
05-18-2017, 05:23 PM
Along with monk, pally, shadowknight, and most warriors yeah. The only other DPS I'd really want to see on a raid is a bard and that's just to buff my ATK. Rangers can buff me and log their rogue.
Jimjam
05-18-2017, 05:46 PM
Thanks for pointing out there is a regen cap though. This is a mechanic I'm not really aware of. I know you get the full benefit of a fungi's regen from level 1, but what other details are there? Is it a cap of 15 worn max? 35? Best item only? Is the cap the same regardless of level? I'd love to know more.
Again, spell haste and worn haste always has a cap even at lvl 60, as does worn regen. when you hit 30 a shm within the same grouping level will never put you at haste cap with a 36% haste item again.Right! And this cap is harsher at lower levels. Anti-twinking code, unlike the fungi.
"Almost every other actually important stay" please explain which you mean.This really me failing to say what I mean. I was trying to refer to how you get a diminished mana/hp per int/wis/sta at lower levels, but obviously that is different to being subject to cap... It's more mechanics to reduce the impact of twinking (which caps are a subcategory of). Again anti-twinking code, unlike the fungi.
Samoht
05-18-2017, 05:48 PM
Along with monk, pally, shadowknight, and most warriors yeah. The only other DPS I'd really want to see on a raid is a bard and that's just to buff my ATK. Rangers can buff me and log their rogue.
But I thought you loved your ranger? When did things change?
Cecily
05-18-2017, 06:05 PM
I do. Much more fun than rogue or druid. But.. there's a reason I raid 89% of the time on my rogue.
Maner
05-18-2017, 06:11 PM
Thanks for pointing out there is a regen cap though. This is a mechanic I'm not really aware of. I know you get the full benefit of a fungi's regen from level 1, but what other details are there? Is it a cap of 15 worn max? 35? Best item only? Is the cap the same regardless of level?
Level doesn't matter, I believe it is 35 worn which include AoB effects that can stack up to 5? times.
Cecily
05-18-2017, 06:13 PM
It's 15. Belt + Fungi won't stack past 15.
Maner
05-18-2017, 07:23 PM
It's 15. Belt + Fungi won't stack past 15.
Do you have actual proof? on live the worn cap is 35 for lvl 1-65 and 45 up to lvl 75. The worn mana regen cap, or FT cap, however is 15.
Cecily
05-18-2017, 07:27 PM
Yeah. And shut up.
I'm sorry that was rude. Tell us more about how live works.
Maner
05-18-2017, 07:38 PM
Yeah. And shut up.
I'm sorry that was rude. Tell us more about how live works.
im just wondering if you had some proof that the worn regen cap is different here than on live.
Cecily
05-18-2017, 07:41 PM
I looked at my hp regen with a fungi and turtle belt on... You can too. Try it. Go ahead. Shoo.
mickmoranis
05-18-2017, 07:50 PM
3.5k posts is proof
Maner
05-18-2017, 08:18 PM
http://www.thesafehouse.org/forums/forum/everquest-wing/the-back-alley/3910-worn-regen-cap from 2003 saying its 35 worn
https://www.project1999.com/forums/archive/index.php/t-211992.html from our own forums is saying AoB should stack with fungi. With apparently proof that it was supposed to stack up to 35.
Cecily
05-18-2017, 08:23 PM
Annnnnd? 15
Naethyn
05-18-2017, 08:54 PM
I don't think worn aob gives any regen, or at least it doesn't stack. The attack stacks. Clicky buff aob gives both regen and attack and stacks.
KEWLGET
05-18-2017, 10:10 PM
aura of battle gives +2 hp regen per worn source
last time i played was over a year ago and it didn't stack with fungi/shroud, which it should
KEWLGET
05-18-2017, 10:11 PM
Fungi is the BIS rogue chestpiece on anything with an AE. Since we're the ones that actually kill things, I'd say we get the most practical use.
warriors do more damage though
Naethyn
05-18-2017, 10:12 PM
aura of battle gives +2 hp regen per worn source
last time i played was over a year ago and it didn't stack with fungi/shroud, which it should
Not saying it should work like that, because I have 3 sources of worn aob and the fearsome shield click so that would be great, I'm just saying it doesn't work like that. The regen doesn't stack, but the attack does.
Cecily
05-19-2017, 07:10 AM
warriors do more damage though
I haven't seen enough dps warriors in action to believe that. I've easily done at least a thousand raids on P99 and can count on one hand, not the whole hand mind you, the times I've been out damaged by warriors.
I believe it's possible, but the circumstances that allow that... Zerker / disc / very high ratio weapons / not tanking don't warrant a generalization.
Troxx
05-19-2017, 07:19 AM
Shaman directly benefits the *most* from it but all who can wear it benefit. Torpor offsets this, but passive regen even with torpor still adds up - even if only to help you on trophy kills or decrease the actions per minute required to maximize productivity.
Of the melee, monk getting hit while pulling and passive regen while FD probably makes the most use out of it. Tanks are arguably 3rd best. For general purpose use, fungi is THE best BP in game. No amount of AC hp or stats on a single piece of gear make up for the passive regen and the impact on healing needs.
welly321
05-19-2017, 08:31 AM
Twink characters don't bother me. Let them have their fun. I like interesting items with unique effects. That's one of the things that makes this game special--as opposed to being just another case of "i-level" dictated item design where item upgrades devolve into little more than +gooder.
Fungi tunics work great on pretty well anyone who can wear them. I don't know that any single class benefits most from them.
Danth
This
KEWLGET
05-19-2017, 03:12 PM
I haven't seen enough dps warriors in action to believe that. I've easily done at least a thousand raids on P99 and can count on one hand, not the whole hand mind you, the times I've been out damaged by warriors.
I believe it's possible, but the circumstances that allow that... Zerker / disc / very high ratio weapons / not tanking don't warrant a generalization.
nothing in the game, aside from charmed pets and possibly dragon/giant bane wizards, will outdps a berserk warrior using precision(broken) disc
Cecily
05-19-2017, 03:33 PM
The key to that is not being eaten by AEs. Kind of limits it to non-ae fights. Do you really want to spare a warrior for DPS on the handful of important non-ae fights?
KEWLGET
05-19-2017, 08:47 PM
there aren't really any important mobs with aoes where dps min maxing would matter
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