Project 1999

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-   -   Just a few balance ideas (/forums/showthread.php?t=96201)

Rettii 01-30-2013 11:18 AM

Quote:

Originally Posted by Dullah (Post 830626)
I have people channel thru my dual 1 hander attacks all the time, so its far from a guaranteed interrupt. Push is a classic mechanic. On rallos zek, no one could cast thru my epic monk if I was hitting them when they started casting. Not even fast cast spells. You have to kite melees around, corner cast, or utilize z axis. Its just the way it is.

Concerning interruptions in a corner, I cast in corners just fine. Other than bash, I dont recall getting interrupted while wedged in a corner. Perhaps you were levitating. Levitation can cause you to be moved if someone gets underneath you.



Quote:

Originally Posted by AffEcT (Post 830655)
Well the code has nothing to do with p99 or everquest really.
It was added by null for this server only from what i can tell.

Melee push should interrupt but an added 5% from just hitting the target no.

Its custom code that just tips the scales. Heavy shiiiit :P


Nirgon 01-30-2013 12:48 PM

The channeling thing was added because we casters could channel through almost anything if we didnt get bash stunned. It was necessary to make it more classic.

Pudge 01-30-2013 01:41 PM

Melee push doesn't work on players here. Only NPCs. That's why they added that code

Nizzarr 01-30-2013 01:41 PM

ITT, casters with unresistable spells whining about melees 5% chance to interrupt.

I think ill make a thread about t-staff stuns not lasting long enough.

Nirgon 01-30-2013 01:43 PM

Luckily for the melees this was added. It does need to be marked for a revisit regarding player push.

Vile 01-30-2013 01:45 PM

No one fixing any code here bros

Tomatoking 01-30-2013 01:46 PM

Quote:

Originally Posted by Nizzarr (Post 830920)
ITT, casters with unresistable spells whining about melees 5% chance to interrupt.

I think ill make a thread about t-staff stuns not lasting long enough.

ill admit spell resists make resist gear not as effective and wizards need a tone down but in the classic / kunark / velious era of live they were gods.

i was able to gate from nizzar as a 52 cleric several times no problem and bronkus + other monks with no interrupts

i was happy about this but when i played huggies i never interrupted shit and i got smoked like a nug of purp at northwest's house

Nirgon 01-30-2013 01:51 PM

It feels way more classic than before is the thing.

This issue, before the change, was a glaring point for me much like current resists. It needed at least a solid push to make it at least "more classic like" and it got one. We can of course revisit and perfect with implementing players getting pushed by other player damage, potentially not the hardest change to make.

Resists need the same, just a quick and firm push to make them closer to classic until more efforts can be devoted to them.

Or, what Nilbog suggested to me could happen, which would be awesome.

Graahle 01-30-2013 01:51 PM

Quote:

Originally Posted by Tomatoking (Post 830930)

ill admit spell resists make resist gear not as effective and wizards need a tone down but in the classic / kunark / velious era of live they were gods.

i was able to gate from nizzar as a 52 cleric several times no problem and bronkus + other monks with no interrupts

i was happy about this but when i played huggies i never interrupted shit and i got smoked like a nug of purp at northwest's house

You sip purp/lean/Texas oil/etc.

Confirmed not from Houston.

AffEcT 01-30-2013 02:06 PM

Quote:

Originally Posted by Nizzarr (Post 830920)
ITT, casters with unresistable spells whining about melees 5% chance to interrupt.

I think ill make a thread about t-staff stuns not lasting long enough.

Take a look at the post retard, the interrupt code was just one of the issues.


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