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  #1  
Old 01-13-2012, 06:57 PM
Silikten Silikten is offline
Fire Giant


Join Date: Aug 2011
Posts: 859
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
So... when snare and root wear off, you're claiming, you still can't move? I'd say that's not the case.

Try casting after the whirl debuff fades and get back to me.


It's been posted before that Null is currently MIA handling issues. When he returns, we'll go back over all of this stuff. It does need a look.
I'm saying you are just as disabled as whirl. When whirl fades you can move, at least it doesn't remove sow. When snare/root faded, you are disabled, same predictament.

Also, I can't move while rooted. For 48 seconds.
Last edited by Silikten; 01-13-2012 at 07:04 PM..
  #2  
Old 01-16-2012, 07:17 PM
ShipIt ShipIt is offline
Aviak


Join Date: Jan 2012
Posts: 66
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Quote:
Originally Posted by Silikten [You must be logged in to view images. Log in or Register.]
I'm saying you are just as disabled as whirl. When whirl fades you can move, at least it doesn't remove sow. When snare/root faded, you are disabled, same predictament.

Also, I can't move while rooted. For 48 seconds.
While rooted you can use:

spells and abilities (see: gate, harmshield, divine aura, greater healing, yonder, blind, ice comet, fear, whirl til you hurl, etc)
items (see: crystallized pumice, vial of swirling mist, lizard blood potion, golem wand, cloudy potion, etc)

While Whirl til you get fucked you can use:
chat
/yell
/q

During the stun period after whirl you're fucked wears off you can use:
chat
/yell
/q
your feet to try and book it because YOU'RE STILL FUCKING SILENCED AND STUNNED AND DEAD WHAT THE FUCK
  #3  
Old 01-16-2012, 08:33 PM
Bromontana Bromontana is offline
Large Rat


Join Date: Jan 2012
Posts: 6
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If they have a robust random number generator it's pretty easy to develop a good resist system. The problem is getting someone or some group of people with authority to define some numbers to resist levels.

Assuming an unresisted spell lands for 1000 dmg, what should be the expected damage at resist 100, 200, 300, etc?
Once some consensus is reached on that question it's simple to define an appropriate regression to map out the rest of the possible resist values. Then you use the expected resistance at X resist as the mean for random number generation when a spell is cast on someone with X resist.

The mechanics are relatively easy, the bolded part is what needs to be answered first.

You can generalize this to debuffs or groups of debuffs or multi-effect spells too, you'd just need different resist tables for each group.
  #4  
Old 01-19-2012, 11:13 AM
Bockscar Bockscar is offline
Sarnak


Join Date: Sep 2011
Posts: 428
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Quote:
Originally Posted by Bromontana [You must be logged in to view images. Log in or Register.]

Assuming an unresisted spell lands for 1000 dmg, what should be the expected damage at resist 100, 200, 300, etc?
Personal opinion/memory based on actual classic, not what's desired for this server (the two ended up becoming quite different)?

Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check.

At 100 resist:
1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000

At 200 resist:
400, 200, 750, resist, 600, resist, 1000, 500, resist, 800

At 300 resist:
resist, resist, 400, resist, 750, 500, resist, resist, 250, 300


By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that.
  #5  
Old 01-19-2012, 11:29 AM
Darwoth Darwoth is offline
Banned


Join Date: Apr 2011
Posts: 614
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Quote:
Originally Posted by Bockscar [You must be logged in to view images. Log in or Register.]
Personal opinion/memory based on actual classic, not what's desired for this server (the two ended up becoming quite different)?

Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check.

At 100 resist:
1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000

At 200 resist:
400, 200, 750, resist, 600, resist, 1000, 500, resist, 800

At 300 resist:
resist, resist, 400, resist, 750, 500, resist, resist, 250, 300


By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that.

nice, another post by some retard that is talking out of his ass.
  #6  
Old 01-19-2012, 08:37 PM
Bromontana Bromontana is offline
Large Rat


Join Date: Jan 2012
Posts: 6
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Quote:
Originally Posted by Bockscar [You must be logged in to view images. Log in or Register.]
Personal opinion/memory based on actual classic, not what's desired for this server (the two ended up becoming quite different)?

Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check.

At 100 resist:
1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000

At 200 resist:
400, 200, 750, resist, 600, resist, 1000, 500, resist, 800

At 300 resist:
resist, resist, 400, resist, 750, 500, resist, resist, 250, 300


By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that.
This is where I think it's easy for people to misremember how things actually were. Let's examine what your tests would imply.

First let's assume that 0 resist provides no protection to this spell (it will always hit for full damage.) On average the resists in your runs provided the following benefits:

100 resist - 24.5% reduction in spell damage
200 resist - 57.5% reduction in spell damage
300 resist - 78.0% reduction in spell damage

Now I don't really remember what the resist curve was like back then, but this sounds far more punitive than anything I remember. It's also not objectively balanced, you'd like for each additional resist point to decrease in effectiveness like all other stats.
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