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  #1  
Old 04-28-2023, 09:46 PM
spoil spoil is offline
Fire Giant


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Now that's classic.
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  #2  
Old 05-14-2023, 05:45 AM
long.liam long.liam is offline
Sarnak


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"
------------------------------
October 8, 2001
------------------------------

*** Item Changes ***

- Increased the duration on Song of the Deep Seas (the proc on a bardic
weapon) dramatically.

- Modified the effect of Feast of Blood (weapon proc) it is now a DoT
lifetap

- Added a texture to Flayed Barbarian Skin Leggings.

- Added Illusion: Barbarian to the Flayed Barbarian Hide Mask.


*** Miscellaneous Changes ***

- The last language used by your character will be stored in your
eqclient.ini file when you log out. This means that if the last
character you were playing was speaking Elvish, then when you log back
in with any character, that character will be speaking Elvish if he
can, otherwise it will be set to a default language (most often
Common).

*** Magic System Changes ***

There is a more detailed explanation of these changes posted on our
Developer's Corner. Please visit there for more details (either at
www.everquest.com or http://boards.station.sony.com/ubb/everquest/cgi-
bin/Ultimate.cgi). Here is a summary of the changes:

- The level-based spell resistance bonus inherent in super-high level
NPCs has been reduced significantly.

- Several NPCs have had their resistances reduced. Each of them was
examined carefully, and resistances changed as seemed appropriate. For
some of these NPCs other things were changed as well to compensate for
their increased susceptibility to spells, such as armor improvements or
perhaps greater hit points, if needed for that NPC.

- NPCs that were highly magic resistant in order to make them immune to
certain spells can now be given specific immunity to those spells. This
means that they can be made immune to critical spells, as intended, and
still be generally less resistant to magic. Players will receive a
message similar to the one that is already given for Mesmerization
spells when they cast a spell on an NPC that it is specifically immune
to.

IMPORTANT NOTE: It is very important to note that we have not made any
NPCs immune to spells that they were not already immune to. Many NPCs
that were previously immune to spells due to their high innate
resistance to magic have had that resistance reduced and specific
immunities added. So if you see an immunity message after attempting to
cast a spell on an NPC that you hadn't seen such a message from before,
understand that the NPC was already immune to that spell before due to
high resistances, and the only difference is that it now has lower
resistances in general and specific spell immunity (which is why you
are seeing the message).

"
This is the only patch note I could find that refers to any magic resist changes. Pre-luclin and I believe it is within P99's timeline regardless, so even if somehow the "classic" magic resist code could gleamed from the dark corners of the web, it would have no affect on the blue server. It might affect the green server. However, it's very unlikely anyone can figure what the Magic resist code was before the changes. Anecdotal information is highly unreliable and mostly too vague to be helpful. Unless some uber nerd has log files or a video recording of the actual resist amounts on each mob, it most likely will remain as is.
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  #3  
Old 05-14-2023, 05:50 AM
long.liam long.liam is offline
Sarnak


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Location: US
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Also, the evidence required for making a major change like this would have to be huge and definitive. It's one thing to ask for adding a missing NPC from zone, not a huge deal, very little evidence is needed for that. Making a major game mechanics change requires huge amounts of definitive evidence to support it. By definitive, I don't mean repeated anecdotal stories, I mean actual in game data.
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  #4  
Old 05-14-2023, 10:43 AM
Tann Tann is offline
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Quote:
Originally Posted by long.liam [You must be logged in to view images. Log in or Register.]
By definitive, I don't mean repeated anecdotal stories, I mean actual in game data.
This is outrageous!! My memberberries are solid proof that charming is broken here, I'd like to speak to the manager at once.
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  #5  
Old 05-14-2023, 12:48 PM
Jimjam Jimjam is online now
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Quote:
Originally Posted by long.liam [You must be logged in to view images. Log in or Register.]
Also, the evidence required for making a major change like this would have to be huge and definitive. It's one thing to ask for adding a missing NPC from zone, not a huge deal, very little evidence is needed for that. Making a major game mechanics change requires huge amounts of definitive evidence to support it. By definitive, I don't mean repeated anecdotal stories, I mean actual in game data.
Idk. Hypothetically if there is more evidence for one state than another it is better to move it in the direction of that state… even if the likelihood it is less wrong rather than completely correct.

Bigger things than channelling, such as mitigation, have been given that treatment. It is unreasonable to expect a perfect recreation of these unknowns. Don’t let perfect be the enemy of the good. Move things closer to how classic seemed even if imperfect.
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  #6  
Old 05-14-2023, 07:29 PM
long.liam long.liam is offline
Sarnak


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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Idk. Hypothetically if there is more evidence for one state than another it is better to move it in the direction of that state… even if the likelihood it is less wrong rather than completely correct.

Bigger things than channelling, such as mitigation, have been given that treatment. It is unreasonable to expect a perfect recreation of these unknowns. Don’t let perfect be the enemy of the good. Move things closer to how classic seemed even if imperfect.
They had data from in era to compare to for mitigation. Log files of what mobs hit for and relative mitigation rates. We need log files of resists rates from all mobs in era to compare. Additionally, we need to know how much the resists rate were change by Oct. 8, 2001 patch. This is still in era for P1999 though, so even if we established all of that it's highly unlikely that Nilbog or Rogean would implement it, because that would involve giving adjusting the resists rate before Velious and than readjusting back after velious. They have made it pretty clear before that they are not interested in doing mechanics adjustments when it comes to AC. Considering the workload this would entail, it's probable that whatever resist rates are current it will either remain the same or possible be lowered if current evidence suggest.
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