![]() |
|
|
|
#2
|
||||
|
Quote:
1.) Resists on P99 vs. back in 1999 2.) How many HP a character would have at a given level vs. P99 3.) Do pets hit as hard, or as often as they would on P99 as they did in classic? HP values? Mitigation? These are things that are much harder to quantify as they involve math and calculations behind the scenes. Did the staff reverse engineer some of this data or did they do a best guess? | |||
|
|
||||
|
#3
|
||||
|
Quote:
The system is not perfect, nor is it ever likely to be so. It can't be reverse engineered from the client or from the current iteration of live. People's memory's aren't perfect. People's log files are incomplete. I'd be surprised if the devs who worked on it can even accurately describe its inner-workings at this point, much less at every single update made along the classic timeline. I wouldn't reduce their efforts down to "the best guess"; they have put a lot of effort into trying to recreate the systems as authentically as possible. | |||
|
|
||||
|
#4
|
||||
|
Quote:
| |||
|
|
||||
|
#5
|
|||
|
A lot of it is quite accurate, but it still doesn't feel classic and won't unless the classic client is implemented. But so many folks would cry with only 6 hot buttons and a single chat window and true night blindness.
| ||
|
|
|||
|
#6
|
||||
|
Quote:
That said, you're right people would cry about night blindness the same way they did in classic. Humans are Barbarians have it bad but spells and items are in game to compensate for that. Its why those things are there and with no reason for them they are meaningless. I do think Dark Elves should have had reduced sight during the day to go along with their Ultravision, and to a lesser extent the same with Serpent Sight races.
__________________
| |||
|
Last edited by Mblake1981; 01-05-2018 at 03:48 PM..
Reason: flavoring
|
|
|||
|
#7
|
||||
|
Quote:
Danth | |||
|
|
||||
|
#8
|
||||
|
Quote:
2. This is very accurate. 3. This is also very accurate | |||
|
|
||||
|
#9
|
||||
|
Quote:
1. Resists are almost right. Basically, like classic, resists mean pretty much squat until they pass the 200 mark. The difference, and this is anecdotal based on my experience, is that they don't really rocket up from that point to near immunity like they did on live. A level 50 character with 255 MR would never get feared by Naggy or Vox, for instance. Here it just seems like a suggestion to those esteemed dragons that perhaps, maybe, they should consider not landing fear on you. This scales on up to 60 as well. 255 poison resist and level 60 meant you simply didn't get poisoned by Trak, here it seems to mean you have a 25% or so chance of resisting it (which you will fail the second time). I find myself (as a warrior) almost exclusively ignoring whatever poison/fire/cold/disease attack a boss may have. You can't resist it no matter what your numbers say. Magic vs. fear seems to work pretty well, but again not as good as on live. I don't recall a our guild tank ever getting feared by Gorenaire, for instance, here during a fight a max MR tank will take 2-3 fears though the duration will be short. As with all things Everquest level is much more important than resists as well. 200 CR won't resist an ice comet from a white mob, but 0 will resist the same spell from a green. Perhaps an over reliance on level weighting is responsible for what I feel is non-classic resist behavior in the end game. 2. HPs seem pretty accurate. Again you will have superior gear earlier here, but as you reach the end of Velious content you will be pretty much where you were on live. 3. Same thing, sure the mobs base damage is pretty accurate, but your level 40 is going to have more HPs and more AC due to the glut of gear on the server so you will feel it less as a percentage of the whole and mitigate it better. Bigginns - 60 War Krythen - 57 Enc Ezrick - 52 CLR | |||
|
|
||||
![]() |
|
|