Do a Forum search on resist checks.
This is not a new problem. It's a known issue of EQEmulator because we use the Titanium client.
The resist checks is by default hardcoded into the client. Titanium client is based on a stat max of at least 520 if not more
(bet there is someone out there that has a bit more acurate description than me),
but this should explain why resist checks is off on Project1999 compared to original old school EQ.
That is also why the original rule that +mana items should be better than +int items when your int is over 200
( wich is the old school skill soft cap) doesn't fit on project1999. And it's propably also the reason for many other things like pet agro, defense and attack anomalies that is being discussed in various threads.
Put simply it works this way
old school: - Bob is hit by a npc Ice Comet, Bob has a cold resist of 150 (of 200)
after resist checks Bob gets a full resist roll and takes no dmg
P99: - Bob is hit by a npc Ice Comet, Bob has a cold resist of 150 (of 520)
after resist checks Bob gets a partly resist roll and only takes 400 dmg.
As the cap of (possible 520) is hardcoded in the client, only way to fix this,
is if they can somehow beef up all resist numbers that is sent to the client by a factor 2-3.
As noone has tried fixint it, i guess it isn't as easy as it sounds to do.
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