Project 1999

Project 1999 (/forums/index.php)
-   Green Server Chat (/forums/forumdisplay.php?f=73)
-   -   Necro pet with daggers (/forums/showthread.php?t=350603)

Frug 02-19-2020 10:18 AM

Quote:

Originally Posted by ldgo86 (Post 3086927)
If you’re a low level necro, giving your pet a halberd is a massive dps boost. Max hit is like 12 around level 8? I think. My pet was doing hitting for 20.

Yeah, any pet class at low levels doubles their DPS with a halberd, which isn't TOTALLY rare. Surprised it hasn't been removed for "#reasons".

DMN 02-19-2020 10:39 AM

Does anyone know if the gatorsmash works on pets in p99? I know they nerfed that giant axe or whatever to not be equipable but curious if any other high dam weapons got nerfed too.

Wallicker 02-19-2020 10:40 AM

Pet will do Double the Dmg of the weapon equipped or their base dmg for a normal hit whichever is higher. There are some exceptions to this rule for lower lvl pets on certain weapons but items like executioner axe(pet would hit for 50) or gatorsmash maul(pet would hit for 60) should work on any pet of any level and would certainly make your pet super OP, on blue the weapons with dmg over 25 were a crapshoot on whether they were nerfed or not and I do not have a comprehensive list. Maul May or May not work.

For thinking low lvl Summoned pets(you don’t get items back) is probably have an ogre blacksmith forge a couple Ogre War Mauls 18dmg for pet hits of 36 for relatively cheap.

renegadeofunk 02-19-2020 07:36 PM

Thanks for the replies, all. Necro pets absolutely used to have a bug where their attack speed was also changed by the weapons they were holding, but I guess that's just another thing that wasn't included even though it's classic. Ah well.

Smellybuttface 02-19-2020 08:16 PM

Quote:

Originally Posted by Wallicker (Post 3087560)
Pet will do Double the Dmg of the weapon equipped or their base dmg for a normal hit whichever is higher. There are some exceptions to this rule for lower lvl pets on certain weapons but items like executioner axe(pet would hit for 50) or gatorsmash maul(pet would hit for 60) should work on any pet of any level and would certainly make your pet super OP, on blue the weapons with dmg over 25 were a crapshoot on whether they were nerfed or not and I do not have a comprehensive list. Maul May or May not work.

For thinking low lvl Summoned pets(you don’t get items back) is probably have an ogre blacksmith forge a couple Ogre War Mauls 18dmg for pet hits of 36 for relatively cheap.

So pets don’t have damage caps at certain levels? They can just start hitting for that much even at lvl 1??

Wallicker 02-19-2020 09:09 PM

It’s weird, they would and wouldn’t depending on which weapons but on blue I had a lvl 8 summoned pet running train in crushbone hitting in the 40s lol

Frug 02-20-2020 01:42 PM

Quote:

Originally Posted by Smellybuttface (Post 3087820)
So pets don’t have damage caps at certain levels? They can just start hitting for that much even at lvl 1??

There may be limits, but I've seen level 1 pets hit for 20-22 with the rusty halberd drops.

Rust1d? 02-20-2020 01:45 PM

Quote:

Originally Posted by renegadeofunk (Post 3087802)
Thanks for the replies, all. Necro pets absolutely used to have a bug where their attack speed was also changed by the weapons they were holding, but I guess that's just another thing that wasn't included even though it's classic. Ah well.

Yes 100% correct. Used to give the lv 49 pet FS daggers and they would hit like a truck and super fast. People could literally clear Lguk with ease. You could send the pet on the lord and the pet would mow it down like it was a lv 20 mob. That lasted a long time before they nerfed it. Not sure why this is not in the game.

Frug 02-20-2020 06:40 PM

Quote:

Originally Posted by Rust1d? (Post 3088107)
Yes 100% correct. Used to give the lv 49 pet FS daggers and they would hit like a truck and super fast. People could literally clear Lguk with ease. You could send the pet on the lord and the pet would mow it down like it was a lv 20 mob. That lasted a long time before they nerfed it. Not sure why this is not in the game.

Because this server is ruled by the function: max_disadvantage_to_player(classic, GM_idea).

aka: "the neckbeard function"

Dolalin 02-21-2020 03:25 AM

Having worked with eqemu now for a bit, I think a big problem for classic mechanics, as opposed to classic data changes in the DB, is that you're basically stuck recompiling the server for every era, then having to deploy that whole new batch of binaries to "implement" the era. It's a pretty big headache.

(Idea for the p99 devs):

This is the reason I went with a Docker approach for my little test server, since you can just build multiple docker images of the code with whatever compile time constants you want, then deploy them on the fly just by changing the image tag. Takes like 60 seconds.

If you wanna see how I do it:

https://github.com/dbsanfte/eqemu-server-docker

You can use Docker build-args to pass in compile time constants to the compiler (admittedly I haven't put these in the Dockerfile yet but it's trivial), then do something like:

docker build --build-arg era=0 -t eqemu-server:march-1999 .
docker build --build-arg era=1 -t eqemu-server:april-1999 .
docker build --build-arg era=2 -t eqemu-server:may-1999 .

Etc.


All times are GMT -4. The time now is 02:07 AM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.