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  #121  
Old 10-12-2019, 10:53 AM
DMN DMN is offline
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Quote:
Originally Posted by AbstractVision [You must be logged in to view images. Log in or Register.]
Cannot find proof of mages not having access to at least one pet at all levels.

This post july 1999 clearly states that most cities have for sale at least 1 per of each circle/level.


https://groups.google.com/forum/#!se...s/kIBVeUq0xxwJ

Further researching has shown me that pets still retained their innate abilities at launch such as invis/DS/fast regen on water. They just didn't cast their 6 second nukes which they get 2 months after launch. The 6 second nukes are still broken on p99 by the way and cast less frequently, don't expect to see the devs code a change for 2 months when we have been waiting for them to fix classic pet nukes and aggro for 5 years.
Unfortunately, that post is after the may 24th patch:
- New Magician spells on vendors and some Magician spells have moved to different vendors

You should be looking at information pre-may 24th.

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Originally Posted by Sillyturtle [You must be logged in to view images. Log in or Register.]
If you look someone already posted proof that there were no pets past level 24.

Your post confirms pets at level 20, which is what he also said.
Actually the post says quite clearly that there is a pet for every circle available for purchase.
  #122  
Old 10-12-2019, 01:17 PM
Palemoon Palemoon is offline
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Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
Have any contemporary evidence of this? should probably make your own thread instead of piggybacking off a completely unrelated one.

I certainly don't recall this being a special feature of hybrids, nor the feature being added. More likely than not, spell casting hybrids just thought more about having to cast between swings so optimizing that mechanic was a more prominent feature of effectively playing them.
There is already a bugreport with patch notes on it in the bug section, so hopefully this gets implemented for Green.

It does kind of relate to this "mages sucked at launch" because the current ability to swing your weapon in between casting is leading to way more damage (at the low levels) than otherwise.

https://www.project1999.com/forums/s...d.php?t=334518
  #123  
Old 10-12-2019, 02:07 PM
DMN DMN is offline
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Quote:
Originally Posted by Palemoon [You must be logged in to view images. Log in or Register.]
There is already a bugreport with patch notes on it in the bug section, so hopefully this gets implemented for Green.

It does kind of relate to this "mages sucked at launch" because the current ability to swing your weapon in between casting is leading to way more damage (at the low levels) than otherwise.

https://www.project1999.com/forums/s...d.php?t=334518
It's a pretty weird patch note. The second sentence makes it sound like this was something only hindering hybrids:

" Melee attack timers will no longer be reset when a SK, Paladin, or
Ranger cast a spell. Previously these classes had to wait a full attack
delay after casting before they would attack via melee again. "
  #124  
Old 10-12-2019, 02:23 PM
Palemoon Palemoon is offline
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Quote:
Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
It's a pretty weird patch note. The second sentence makes it sound like this was something only hindering hybrids:

" Melee attack timers will no longer be reset when a SK, Paladin, or
Ranger cast a spell. Previously these classes had to wait a full attack
delay after casting before they would attack via melee again. "
Its because they were the only ones that were fully expected to mix magic with melee, so the rule that applied across the board about casting resetting the weapon delay , was lifted for them. I remember this as a SK back then.

But its a unclassic big deal here because all my little caster alts (INT and WIS based) are doing tons of melee damage in between nuking mobs down. Not classic.
  #125  
Old 10-12-2019, 03:12 PM
Hagglebaron Hagglebaron is offline
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Have staff said whether they are accepting these mage changes? Is mage going to be a dead on arrival class or not?
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  #126  
Old 10-12-2019, 03:54 PM
hillgiantchamp hillgiantchamp is offline
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I sure hope we get gm confirmation on the mage topic aswell before release
  #127  
Old 10-12-2019, 03:58 PM
randal.flagg randal.flagg is offline
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Can we TRY to keep on topic in these threads plz. It will make it a LOT more likely to garner a GM response if there is one topic per thread.
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  #128  
Old 10-12-2019, 04:10 PM
skorge skorge is offline
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Quote:
Originally Posted by Hagglebaron [You must be logged in to view images. Log in or Register.]
Have staff said whether they are accepting these mage changes? Is mage going to be a dead on arrival class or not?
Hey Haggle, i'm the guy who made your sig way back then, lol. Nice to hear from ya again.

I played a mage at launch through June/July 99. They weren't dead on arrival. They were just weaker than they are now. They still get a pet. They still get DS and nukes. They can still summon things.

They get better 2+ months in for sure though. Like I've said before, the only reason I stopped playing my mage then was there was no pets in-game post level 20. Research was broken and the vendor who sold pet was not selling then.
  #129  
Old 10-12-2019, 04:23 PM
DMN DMN is offline
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A bit of good news for would-be mages.

https://groups.google.com/forum/#!searchin/alt.games.everquest/magicians$20research$20%7Csort:date/alt.games.everquest/K609UirA0uw/aeAtylrefZIJ

This is seems good evidence that the fire pets still had their damage shields Before the pet spells. were added.

So far, I have only tried the fire elemental, and the earth elemental.
At low levels the attacks of these two beasts were similar, with the
exception being that the fire elemental had VERY little heath to
spare, and thus never lasted long in any battle I fought in. I can
see an advantage to a fires shield in a battle with multiple mobs, but
it simply died too quickly in battle. At levels 8 and 12, the earth
elemental was all that I could afford.
  #130  
Old 10-12-2019, 04:24 PM
Hagglebaron Hagglebaron is offline
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Quote:
Originally Posted by skorge [You must be logged in to view images. Log in or Register.]
Hey Haggle, i'm the guy who made your sig way back then, lol. Nice to hear from ya again.

I played a mage at launch through June/July 99. They weren't dead on arrival. They were just weaker than they are now. They still get a pet. They still get DS and nukes. They can still summon things.

They get better 2+ months in for sure though. Like I've said before, the only reason I stopped playing my mage then was there was no pets in-game post level 20. Research was broken and the vendor who sold pet was not selling then.
THAT WAS YOU WASN'T IT! Lol I forgot you made this for me, I've loved it to this day. How are things man? What's your plan for Green?

I was planning on maining a mage but now I'm gun-shy what with these changes that apparently got overlooked during Blue's timeline. I mean do they become the strong class we knew from blue once the two month changes come into effect? Are the staff planning on integrating these changes? No pets after level 20 kind of sounds like a class killer to me lol.
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Last edited by Hagglebaron; 10-12-2019 at 04:26 PM..
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