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#31
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I have been playing my paladin Kataka and i find that if you can host a grp keep it going and show people that where your Xping is good your in, I took several groups to Sola and have spent countless hours there grinding with minimal deaths i now have lines for my groups just who you know and what you do to get the groups.
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#32
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Has nothing to do with hybrids or exp penalties, Pretty much every class aside from ranger is worth the penalty assuming you need their respective role.
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#33
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Quote:
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#34
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Shm monk duo when we leveled up. Always started own group bc of the foundation of the two. Of course excluding hybrid exp penalty sinks happened often. SK were welcome, allowed mnk to chain pull etc not worrying about tanking and aggro making healing easier. Any other hybrid generally not allowed unless could add something the duo couldn't.
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Last edited by Lictor; 07-11-2014 at 08:32 PM..
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#35
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Quote:
This calculator will show you what lvl the hybrids need to be for everyone to get the same % of xp in a group. fear not the SKs
__________________
"Something something darkness something"-Nietzsche
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#36
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Quote:
Edit after just tanking a group and doing decent since all of the other classes wont group, I prove my point for rangers. Douche | |||
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#37
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Quote:
As I recall things, the hybrid XP penalty was hidden/denied until ~ half-way thru Kunark when it was proven to exist as part of a comprehensive analysis of the way XP worked in EQ at the time. PUGs for hybrids evaporated as the word spread through the player community. It was irrational beyond the min-maxing that happens here. For example, a couple of times I had groups of three undergeared toons at the FM giant fort refusing to add my paladin even while they watched me solo giants at better than half the pace they were managing with three toons. The removal of the hybrid xp penalty was purely a CS (as in customer service) evolution that had nothing to do with gameplay, just as the earlier removal of the idiotic hybrid mana penalty and the (also hidden) hybrid spell mana cost penalty (that's right, they penalized hybrids both in the size of mana pool and in the cost of casting spells, troll SKs could NOT cast their L1 necro pet at L9 when they first got spells.) For a player community perspective, much of the :classic: shit that was patched out and/or reworked by mid velious should NOT be replicated because it had to do more with company-player relations than with game design. But :classic: nerds gonna :classic:, so what can you do? (And seriously, this server exists only because a couple guys decided they wanted to see what happened if they headed down the :classic: path, and I love this server, so I'm quite happy enough with p99 as it is and as it has evolved. It's fun here.) | |||
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#38
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Quote:
1) Root worked too well here 2) For a long time some mobs that ran on live didn't run here (LGuk ghouls, for instance) 3) Root worked WAY too reliably here 4) Agro here is much less crazy than live (mobs already agro'd here don't proximity agro as they did on live is the hugest most glaring difference) 5) Root here was awesome, root on live was "shit, hope root holds" 6) Most chars here are way overgeared for the era Even worse here for druids than rangers, because ON LIVE EVAC WAS VALUABLE AND USED EVEN IN GROUPS OF SKILLED PLAYERS WITH A COMPETENT ENCHANTER OR SKILLED BARD IN THE PARTY. Sorry about the shouting, but really, a lot of the dungeon gameplay here is nothing to the excitement of dungeon gameplay on live. Yes, when live LGuk was carpeted end-to-end with campers for that last 8 weeks or so before Kunark released it was pretty tame. Outside of that brief period tho, I can't recall live gameplay being nearly as tame as it usually is here... Rose-colored glasses?... check! | |||
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#39
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There's some pretty big discrepancies in root/snare and mobs running between P99 and classic. I don't have exact rules/numbers, but I have a strong feeling that the running logic and speed are differently implemented here. I remember in classic in the CT courtyard, mobs trying to run even when you had others near / mezzed. In Guk you could forget trying to get anything done without snare.
__________________
Blue Server || My WTS/WTT/WTB list
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#40
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Flee mechanics are and have been completely broken for a long time. Since March at least, the time I've been leveling my ranger.
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