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  #1  
Old 02-16-2011, 11:07 AM
RocketMoose RocketMoose is offline
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First things first.

Monk fists are going to be 20/26, not THAT far off from what their Sky weapons are anyway, and will be replaced in Kunark with Tstaffs MCTs etc.

Secondly:
HT and LoH are in the game, it's just the 'v' key doesn't work to pull up your AAs, you have to go in through the 'inventory' screen and open your AAs up. Everything else is locked out and working just fine.

Thirdly, could SoE have taken the time to go back and scale HT and Fists properly? Yep, they sure could have, but they also go the damage formula, mob movement speed, player movement speed, etc all correct...so...are they REALLY that stupid? Nah, didn't think so.

The progression server exp is really slow, but grouping is the best way to do it, actually in a full group you earn more exp than you do for solo kills. So it works out really nicely forcing people to group up...this was designed no question about it. But so far, I'm having a blast with it.
  #2  
Old 02-16-2011, 12:04 PM
Omnimorph Omnimorph is offline
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Quote:
Originally Posted by RocketMoose [You must be logged in to view images. Log in or Register.]
First things first.

Monk fists are going to be 20/26, not THAT far off from what their Sky weapons are anyway, and will be replaced in Kunark with Tstaffs MCTs etc.
14/30 are monk fists at 50 for humans on live. Sky weapons are 14/28.

Look at it objectively. 20/26 (at 50) is 0.77 ratio. at 60 it's going to be 22/24.

Best weapons in the game come velious will be gharn's 15/18, and primal etc. 15/20. Gharn's would be preferable to your fists at 50, but that's 2 expansions down, off one of the end game mobs. Of which you'll need to be level 60 to kill i imagine.

Then you look at PoP, you get weapons comparable to the fists at 60, like battle firsts from RZ (18/22) shinai of the ancients (23/20), but then the cap is 65... where your fists are 23/24. So shinai is better than your fists at 60, but that's the absolute end game monk weapon.

Basically the new tables means for the progression server, the damage that an end game monk does will always be the same as a non-raiding monk with bare fists.

That might not bother you, but it's still pretty substantial, and maybe not game breaking, but it certainly means monks are going to be using their bare fists pretty much all the time.
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  #3  
Old 02-16-2011, 12:40 PM
RocketMoose RocketMoose is offline
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Quote:
Originally Posted by Omnimorph [You must be logged in to view images. Log in or Register.]
14/30 are monk fists at 50 for humans on live. Sky weapons are 14/28.

Look at it objectively. 20/26 (at 50) is 0.77 ratio. at 60 it's going to be 22/24.

Best weapons in the game come velious will be gharn's 15/18, and primal etc. 15/20. Gharn's would be preferable to your fists at 50, but that's 2 expansions down, off one of the end game mobs. Of which you'll need to be level 60 to kill i imagine.

Then you look at PoP, you get weapons comparable to the fists at 60, like battle firsts from RZ (18/22) shinai of the ancients (23/20), but then the cap is 65... where your fists are 23/24. So shinai is better than your fists at 60, but that's the absolute end game monk weapon.

Basically the new tables means for the progression server, the damage that an end game monk does will always be the same as a non-raiding monk with bare fists.

That might not bother you, but it's still pretty substantial, and maybe not game breaking, but it certainly means monks are going to be using their bare fists pretty much all the time.
Tstaff > Fists

Weapons + Augs (which are available) can be > fists as well.

Fists aren't the be all end all in EQ, and they never will be. Procs and augs and ratios will be better on weapons than they are on fists. The T-Staff and the Moss Covered twig are just 2 examples. Tstaff with it's stun, and MCT with it's insane dps, that's what makes the difference.

You can let it bother you, but it won't bother me, the experience is way too fun. It's nice actually being able to run away from mobs properly, something this server may never get right, it's nice being able to actually have the proper damage formula implemented, in fact it's critical. It's nice that pets are properly balanced, and that the pets aren't the best DPSers in the game making melee irrelevant. Tons of things to like, and the fists, meh, they're just simply not that important.
  #4  
Old 02-16-2011, 04:33 PM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by RocketMoose [You must be logged in to view images. Log in or Register.]
It's nice that pets are properly balanced, and that the pets aren't the best DPSers in the game making melee irrelevant
That's the way classic was. That's why you see such a VAST improvement to weapons in Kunark. That's why you had all the casters crying about the weapons in Kunark back in 2000. That is classic.
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  #5  
Old 02-16-2011, 04:47 PM
RocketMoose RocketMoose is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
That's the way classic was. That's why you see such a VAST improvement to weapons in Kunark. That's why you had all the casters crying about the weapons in Kunark back in 2000. That is classic.
Pets didn't ignore ac etc completely, that's the problem here.
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