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Old 03-07-2013, 10:19 PM
Treats Treats is offline
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Honestly, charm probably needs to be looked at and redone again whenever the 255 cap with resists is addressed.

Level difference should be the most important factor -- not Charisma or Magic Resistance.

Charm should have way more short duration breaks when the level disparity between the NPC and the Enchanter become smaller.
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Old 03-07-2013, 11:06 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Xornn
Solo - You gain a new animation, but this isn't really enough to solo--the only chance you really have to maintain a solo with the animation involves frivolous usage of Rune V, and a lot of Dementia casting. If you have the bucks for this, I invite you to continue the practice, but this will hurt your pocket boot fast, and approaches the danger of charm soloing at this point. Your animation is so fragile, trying to solo with it is almost like trying to fight just wizard style. I recommend saving the animation for farming equipment for your twink. Charm soloing is very dangerous now, and if you do choose to fight this way, it's important to consider this factor--if the average charm is 2.5 minutes (reasonable with my experience), can your pet finish the fight with your pull in that time? At one point in charm soloing, about 40 to 50, mobs you charmed could kill two other mobs before charm broke. You will find with the colossal increases in total hit points of the mobs, even the heavy hitting charmed pets have trouble finishing a fight in under three minutes. Dealing with a charm break is practically expected at this point, unless you are able to locate a set of low hit point mobs that will carve each other up quickly. I no longer recommend using slow on the enemy mob, as you will rarely hold a pet that can survive two fights in a row, and losing your pet can often mean zoning because you don't have the mana to nuke finish a mob. Successful charm soloing usually involves a pair of mobs spawning together, rooting one, charming the other and letting them battle it out, doing your best to make sure your pet barely wins, allowing you to break charm and have a fleeing mob left to finish off with nukes. You may even consider hasting your pet, to make for a reliable kill time. If you choose this route, then I suggest slowing the enemy, and going for a two mob kill before charm breaks. A strong haste is often enough to pull this off, but you can go from full health with Rune V up to very dead in seconds in this situation.
So Xornn offers four estimates for charm duration:
1. 2.5 minute personal estimate (I actually put the least value on the human memory, especially since early breaks will stick in the mind more)
2. "at L45 your charmed pet could kill two opponents before charm broke". If we assume he was charming L35 mobs with 1500 hp and doing 20 dps that equates to 150 seconds of fighting time and 30 seconds of finding a new target, for an average charm of 3 minutes
3. At 55 charming L45 mobs with 6000 hp and 30 dps that equates to 200 seconds, or just over 3 minutes
4. At 55 charming a hasted L45 pet against two opponents 6000 hp and 45 dps that equates to 266 seconds of combat plus say 30 seconds between fights that is 6.5 minutes.

Of course its possible that mobs did a bit more damage, but basically it seems pretty likely that during classic an enchanter could hold a low-mid dark blue for 3-4 minutes on average and 5+ minutes semi-regularly. In fact current P1999 durations (something like a 90% chance for a 0-8 minute charm and a 10% chance for a 8-15 minute charm) would match Xornn's account quite well. I agree that charm is simply OP right now, and mindnumblingly OP before, but I think it is classic. No one ever accused Verant of being game balance geniuses.

We can debate the relative effect of level and charisma, but I'd rather do that in another thread [You must be logged in to view images. Log in or Register.]
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Old 03-08-2013, 12:56 AM
Splorf22 Splorf22 is offline
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Also I'd like to add Ploktor pointed out that most mobs in sky are immune to Snare. The guide I linked to specifically mentions snaring stuff. Again, before this patch Verant simply didn't have the means to give mobs specific immunities.
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  #4  
Old 03-08-2013, 05:51 AM
Treats Treats is offline
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Xornn's post was made after the resistance changes sometime between November 14, 2001 and February 12, 2002.

Quote:
Wednesday, November 14, 2001 - 17th Circle (55) is almost finished, I just hit 56th level today so I've been kind of busy running around buying spells and talking to a recruiting guild.
I agree specific immunities should be removed, but not at the cost of trivializing Plane of Sky or other high end encounters.
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Old 03-08-2013, 09:56 AM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by Treats [You must be logged in to view images. Log in or Register.]
I agree specific immunities should be removed, but not at the cost of trivializing Plane of Sky or other high end encounters.
What does farming Stanos with 4 count as? [You must be logged in to view images. Log in or Register.]


My point is that classic EQ had a TON of situations where certain abilities or classes could do things that probably weren't intended or expected, but figuring that stuff out and pulling it off was a ton of fun.

If the staff here is going to concern themselves with unclassic balance issues, such as leaving a bunch of sky stuff immune to mez/charm for the sake of not trivializing the zone, then they might as well be revamping class balance and removing xp penalties and nerfing donals bp/puppet strings/etc right now instead of waiting on some arbitrary-ish timeline (or just never adjusting at all).
Last edited by Tecmos Deception; 03-08-2013 at 10:04 AM..
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Old 03-08-2013, 11:03 AM
Ele Ele is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
If the staff here is going to concern themselves with unclassic balance issues, such as leaving a bunch of sky stuff immune to mez/charm for the sake of not trivializing the zone, then they might as well be revamping class balance and removing xp penalties and nerfing donals bp/puppet strings/etc right now instead of waiting on some arbitrary-ish timeline (or just never adjusting at all).
I agree that the "immune (charm/slow/runspeed)" vs. simply "insanely high resists" needs to be further examined and time line correct; however, the GMs have already addressed unclassic balance issues vis-a-vis DA tanking, which was not taken out until later in the server's time line (6-7 months post Velious release).
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Old 03-08-2013, 11:53 AM
koros koros is offline
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Charm is definitely way more powerful here than live... I'm not sure if it's simply matter of duration (or if that's even the issue at all). Back during Velious my perma groupmate was a very well geared, very skilled enchanter. We would have him charm for DPS as often as possible, but keeping a Bok in Seb perma charmed while 2-3 man farming proved to be a resource drain (although a huge dps boost). For one... lull was much more unreliable. Additionally, mobs just seemed to do more dps to players.

There's some mechanic here that makes it different, but pinpointing it exactly is difficult.
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Old 03-08-2013, 01:05 PM
KotBK KotBK is offline
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Quote:
Originally Posted by koros [You must be logged in to view images. Log in or Register.]
Charm is definitely way more powerful here than live... I'm not sure if it's simply matter of duration (or if that's even the issue at all). Back during Velious my perma groupmate was a very well geared, very skilled enchanter. We would have him charm for DPS as often as possible, but keeping a Bok in Seb perma charmed while 2-3 man farming proved to be a resource drain (although a huge dps boost). For one... lull was much more unreliable. Additionally, mobs just seemed to do more dps to players.

There's some mechanic here that makes it different, but pinpointing it exactly is difficult.
This can't be right, if you go on EQmac which it seems is the new thing to do for devs and players here to test things. You will find that even with low end charisma the charms there hold a great deal longer than on here. Without very much gear over there you can contribute with charm far more effective with much less charisma than on this server. Charm is strong here with high charisma, but on EQmac it seems to operate differently than here across the board.
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Old 03-08-2013, 12:36 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Treats [You must be logged in to view images. Log in or Register.]
Xornn's post was made after the resistance changes sometime between November 14, 2001 and February 12, 2002.

I agree specific immunities should be removed, but not at the cost of trivializing Plane of Sky or other high end encounters.
Treats I really don't understand what you are talking about here.

1) Xornn hit 55 1 month after the resistance changes, so presumably he was leveling during velious with the older code
2) I don't see why the resistance code changes would matter as they primarily affect very high level mobs who would not be charmed anyway (clearly Xornn was not charming Lord Nagafen for his XP)
3) What is trivializing plane of sky right now is sirran the lunatic. Of course the queen bee is doing 3x what her classic damage should be anyway.

Anyway I agree that charm here is OP, but I think it was on Live too. Especially there are two huge nerfs to enchanters (the inversion of the bash/kick ratios and the nerf to durations) that brought it down to be much more reasonable than it used to be when Kunark came out.

Quote:
Charm is definitely way more powerful here than live... I'm not sure if it's simply matter of duration (or if that's even the issue at all). Back during Velious my perma groupmate was a very well geared, very skilled enchanter. We would have him charm for DPS as often as possible, but keeping a Bok in Seb perma charmed while 2-3 man farming proved to be a resource drain (although a huge dps boost). For one... lull was much more unreliable. Additionally, mobs just seemed to do more dps to players.

There's some mechanic here that makes it different, but pinpointing it exactly is difficult.
Do you remember what level your friend was? If he was, say L55 with a L50 bok then it's no surprise he had problems. Do you remember what his charisma was? I know Xornn basically says lull is worthless but he was also running around with 85 charisma. I just spent 10-15 minutes googling and I can't find anything, but Giegue posted:

http://web.archive.org/web/200212310...ame=Lull&type=

Which indicates that Lull did work, and worked better the better your charisma was.

One thing that you might be right on is the damage to players. I don't think the effect of AC on this server is strong enough. I did some AC tests with both of my characters and Sakuragi was mitigating something like 15% more damage per swing at 1050 AC compared to Loraen at 700AC. That really doesn't jive with AC being such a god stat for classic EQ. Also I remember L50 mobs used to hit for 150+5/level rather than 140+4/level. Why was that changed? It would balance charm soloing quite a bit if enchanters were taking 15% more damage per swing from charmed pets; that adds up fast.

http://www.project1999.org/forums/showthread.php?t=6733

Also this test (from PoP era sadly) suggests that charm should be resisted occasionally! This is a big deal because it effectively ups the mana cost, which would jive with your memory. The biggest problem with charm on this server IMO is the very low mana cost which allows enchanters to go all day, not the duration.

As long as you guys are going to hijack my thread to a charm duration thread, i might also point out that currently when charm breaks there is almost no aggro. It should be very large according to Xornn.
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Quote:
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Last edited by Splorf22; 03-08-2013 at 01:05 PM..
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