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-   -   decent pvp class (/forums/showthread.php?t=152230)

Drakaris 05-27-2014 06:46 PM

Quote:

Originally Posted by Nirgon (Post 1469310)
Kick stun should be same as bash.

Cripple stun was like a half second each but you can disci and get tons in a row.

Kringe knows best but I think its about right here.

Whenever Alecta comes back I'd be happy to sit with him and iron everything out as far as resists here.

Hit rate and average hit damage are quit high here but as discussed in Velious threads they have the formula as close as they can get it for pve where mobs individual ac and atk has to be adjusted. Primal procs will be way too OP in pvp with the already high hit chance and avg hit on players here (presuming atk has anything to do with PvP currently).

Pretty much spot on. I had a monk on live and when swinging @ unbuffed casters I would still have a pretty high miss rate. AC was a factor in PvP, but mainly for damage mitigation (you would land hits on clothies for full damage or near it when hits did land), you still had a relatively similar miss rate.

Here melee would land hits on casters 95% of the time and for high damage. Also warrior disc stun with 1 handers is stupid. You get stun locked from full health to 0 health because the stuns last roughly 1-2 seconds. This is NOT classic. Warriors relied on getting that lucky crit for insane damage against their opponent and their superior HP/MR provided survivability, there was no stun lock like they do here.

Genedin 05-28-2014 10:57 AM

Quote:

Originally Posted by Drakaris (Post 1470294)
Pretty much spot on. I had a monk on live and when swinging @ unbuffed casters I would still have a pretty high miss rate. AC was a factor in PvP, but mainly for damage mitigation (you would land hits on clothies for full damage or near it when hits did land), you still had a relatively similar miss rate.

Here melee would land hits on casters 95% of the time and for high damage. Also warrior disc stun with 1 handers is stupid. You get stun locked from full health to 0 health because the stuns last roughly 1-2 seconds. This is NOT classic. Warriors relied on getting that lucky crit for insane damage against their opponent and their superior HP/MR provided survivability, there was no stun lock like they do here.

I remember channeling gate in one cast on my 49 Barb shaman while 2 rangers were dual wield attacking me. On my wizard my gate is interrupted with 1 hit almost every time. I also don't remember getting hit so often for such high dmg.

Clark 05-29-2014 07:01 PM

Quote:

Originally Posted by Drakaris (Post 1470294)
Pretty much spot on. I had a monk on live and when swinging @ unbuffed casters I would still have a pretty high miss rate. AC was a factor in PvP, but mainly for damage mitigation (you would land hits on clothies for full damage or near it when hits did land), you still had a relatively similar miss rate.

Here melee would land hits on casters 95% of the time and for high damage. Also warrior disc stun with 1 handers is stupid. You get stun locked from full health to 0 health because the stuns last roughly 1-2 seconds. This is NOT classic. Warriors relied on getting that lucky crit for insane damage against their opponent and their superior HP/MR provided survivability, there was no stun lock like they do here.

Damn

Bazia 05-30-2014 04:50 AM

Drak is right about melees here, most of us long timers remember the huge melee buff put into place during classic because everyone was rolling wiz/dru and they were like unstopabble in that era.

I don't think the melee buff was ever repealed though and it's kind of ridiculous for rogues and monks in endgame kunark gear.

Genedin 05-30-2014 09:42 AM

Just wait until Velious and the 2handed dmg bonus.

Drakaris 06-03-2014 05:04 PM

Yeah the Devs will need to seriously review the Melee hit and interrupt rate in PvP once things like 2 handed damage bonus comes in if they want PvP to be balanced.

Buhbuh 06-03-2014 05:58 PM

if you wanted warriors to resemble their class like on live in this era, you'd know kick stuns and mighty strike are complete horse shit.

they were .1 interrupts, the crippling/ critical blows had a smaller modifier (i.e. did less damage), and crippling blows weren't 100% stun rate.

you remember it that way, Gaanon, because it was that way.

The hit rate is very high/ interrupt rate on spells is high/ resisting is very hard.

i think Colgate noted that the reason Everquest PvP was skill based was because the fights were far more elongated than most games. I fought a paladin once for forty minutes once and eventually got the edge because his clarity wore off (my regen was enough to keep his damage minimal, which was also indicative of paladin DPS). That is not the case here.

50 on 50's didn't take 5 minutes - they took two hours.

But good luck championing those changes.

I mean enchanters, at the beginning of the server, complained that spells wouldn't land, but I'm still relegated to support as an enchanter. Once you recognize and accept that, the class becomes very fun. Pells, tash, buffs.

Buhbuh 06-03-2014 06:22 PM

the miss rate became less once melees got that primal proc though, if you remember that, but that's because every combat stat became maxed and atk power shot through the roof with those weapons. just supercharges a melee.

I think the static hit rate is there on top of your dex vs. an opposing player's agility. or at least that's what i was told.

Potus 06-03-2014 06:25 PM

Melees need nerfed so fucking hard on this server. Velious going to be more broken than it was on live.

Supaskillz 06-03-2014 06:38 PM

Quote:

Originally Posted by Gaanon (Post 1469260)
Actually that's not fair Ench is a really good PVP class with dispells and skeleton illusion.

I must be doing it wrong. I dispel people, tash them, then get mez resisted until I'm dead Or gate. I pretty much only win 1v1 pvp when a caster barely in pvp range attacks me and I can land a spell. The fact that usually the fight starts by my charmed pet getting dispelled and me frantically trying to not take an xp death also doesn't help.


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