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  #41  
Old 12-01-2014, 02:25 PM
Genedin Genedin is offline
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Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
not sure about the attack speed, double attack, etc. changes

debuff bonus is 100% as haynar stated, so tashanian should remove.. 78 MR?

dispel mechanics will be more similar to live, where higher level buffs had more counters, different dispells had different strengths, there's a chance to simply not remove a buff and so it may appear to be "random" at times which buffs/debuffs get dispelled. pumice will be much, much weaker now and conversely enchanters will become much stronger.

resist code regarding fire/cold nukes is much more classic-esque. no longer are the days of lure of wildfire and lure of draught of ice. anything but actual lure spells casted on high level, geared players will most likely get partial'd to hell or flat out 100% resisted.

AC was not working whatsoever on red, but it's now working in pvp. melee damage in pvp is lowered across the board because of this, even on casters.

Thank you for this I was really curious and appreciate the response. Still interested to see the melee skill changes....

I'm really happy to see resist changes and I simply hope that the melee nerfs and AC fixes will balance out the classes accordingly.

Hooray for dispel changes. Shouldn't make a huge difference in mass pvp but I think this is awesome.

Looking forward to trying some of this stuff out during the extremely important and critical weekday KC zoneline pvp events.
  #42  
Old 12-01-2014, 02:32 PM
Burgerking Burgerking is offline
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Originally Posted by Smedy [You must be logged in to view images. Log in or Register.]
How much was the resist curve tweaked? On live you would resist almost 100% of magic based stuff (snare,blind, root etc) running at 90mr, you'd be completely immune at 120. has this curve been tweaked at all? getting tashed and having the unclassic resist curve might kill mass pvp more than we would want lol, its a snare/root fest again, what we all want is that classic long lasting mass pvp that was so addictive and actually took some skill and organization to deal with
All this shit is set at classic lvls. Yea you're pretty immune to snare/root unless tash'd/malo'd in which case you're fucked just like on live.

Tash/Malo debuffs were always higher in pvp set alil bit higher here due to 2+ years of kunark and gear ratio. No I had nothing to do with malo testing and didn't report a single thing on it as it would have been biased.
  #43  
Old 12-01-2014, 03:34 PM
Kergan Kergan is offline
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255 resist cap + 100% debuff bonus = a max debuffed MR (assuming just tash/malo is used and not malosini) of 87? Or if you're at 300 MR but only 255 is displayed and/or used in calculations and you're debuffed will it be subtracted from 255 or 300?

This post barely makes sense to me and I wrote it but hopefully someone understands what I'm asking.
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Next thing I know he's low-HP running like a NPC but we blasted him down so hard I think his pussy came off.
  #44  
Old 12-01-2014, 04:23 PM
Aesop Aesop is offline
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Originally Posted by Buzzed Killer [You must be logged in to view images. Log in or Register.]
So you want to be able to tank 2 melees as a caster? That would be more fair right?

seems like a shaman should be able to do that if anyone, esp with torpor
  #45  
Old 12-01-2014, 05:07 PM
Kergan Kergan is offline
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One melee for sure. 2 rangers = 1 melee.
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Next thing I know he's low-HP running like a NPC but we blasted him down so hard I think his pussy came off.
  #46  
Old 12-01-2014, 05:29 PM
Burgerking Burgerking is offline
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Well i can tell you my shaman on live who was wearing shit compared to my shaman here and facing the Ruin/Hate who were BIS, didn't explode in 3 sec's of a melee touching him.

Here I would literally die before I could get a torpor cast off. Rogues were like facing wizards with manaburn.
  #47  
Old 12-01-2014, 05:29 PM
Bazia Bazia is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I had debuffs at one point +200%. They were lowered to a 100% bonus.
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  #48  
Old 12-01-2014, 05:54 PM
Genedin Genedin is offline
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Quote:
Originally Posted by Burgerking [You must be logged in to view images. Log in or Register.]
Well i can tell you my shaman on live who was wearing shit compared to my shaman here and facing the Ruin/Hate who were BIS, didn't explode in 3 sec's of a melee touching him.

Here I would literally die before I could get a torpor cast off. Rogues were like facing wizards with manaburn.
This is my point.

I didn't tank and melee the two rangers down obviously, but I didn't cast torpor either and managed to gate while they both attacked me from the front dual wielding and wasn't even at half hp....because you know.... melee used to not hit for close to max dmg for the majority of the rounds and they actually missed.....and rangers didn't do as much dmg.
  #49  
Old 12-01-2014, 06:06 PM
Silent Silent is offline
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Unless the pvp code being enabled nilbog spoke of in ooc, and what was said in this thread is true then something is wrong. Because in /duel currently the highest level tash only does -41MR I tested 5 times, twice on myself. I don't see how /duel is flipping a switch that auto enables pvp specific changes only.

I haven't done enough testing to check out AC, I do know I ran around for a while being hit by flight arrows with a windstriker ranger for 1dmg a few times, up to 3-5, average 20 with the highest hit a 130 but that isn't much to base off yet(beta buff sK template).

Trying to land a backstab on a moving target is next to impossible, You can still get them off occasionally I suppose it will take ALOT of getting used to new hit boxes to time perfectly when to hit. Hell I have ran up to some people in a duel as they stood still, and got close enough to them I should be in hitbox range(weapons touching char) and nada.
  #50  
Old 12-01-2014, 06:18 PM
Haynar Haynar is offline
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The bonus to the debuff in pvp is only server side. I do not have a way to make it show on your resist values yet.

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