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  #51  
Old 05-18-2017, 01:24 PM
jolanar jolanar is offline
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IMO the problem is that fungi is over powered, it's that there almost nothing in between being naked and the extreme power that is wearing a fungi.
  #52  
Old 05-18-2017, 02:21 PM
loramin loramin is offline
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Quote:
Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
IMO the problem is that fungi is over powered, it's that there almost nothing in between being naked and the extreme power that is wearing a fungi.
Ikky BP! But yeah it'd be great if there was (say) a 10 HP/tick tunic.
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  #53  
Old 05-18-2017, 02:22 PM
Enderenter Enderenter is offline
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Shaman pre-Torpor, particularly if its a non iksar/troll shammy.

Monk otherwise.
  #54  
Old 05-18-2017, 02:52 PM
Sadiki Sadiki is offline
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Wedar can you please stop trying to nerf my fungi thanks
  #55  
Old 05-18-2017, 02:53 PM
jolanar jolanar is offline
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Quote:
Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
IMO the problem is that fungi is over powered, it's that there almost nothing in between being naked and the extreme power that is wearing a fungi.
Meant to say isn't on that first part lol.
  #56  
Old 05-18-2017, 03:25 PM
Maner Maner is offline
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Quote:
Originally Posted by Rygar [You must be logged in to view images. Log in or Register.]
Early in Kunark they removed / moved some overpowered items from Seb realizing they went to far on the itemization. Even if you left fungi as is and made it a Trak or VP drop it would at least have the rarity of the item justify the power it gives. It would be selling for Manna Robe pricing or greater, probably 150k. You'd maybe have 1 Fungi dropping every 9 days or something, so figure around 40 per year on the server.
The fungi was never moved or was the drop rate changed during kunark. Do you just make shit up if you think it helps your argument? What items did they remove other than a 1hs from reet frogs?



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Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
I'm sorry, but you need to get better informed if you are going to try to post so decisively.

DMG goes through several caps as you level up, and this goes beyond level 20.

Classically, Haste and worn AC are also capped by level. I've not bothered to test it on p99 so maybe I am wrong in practice for this server.

As to who I am to 'decide' what was a mistake? I hoped my post was clear I was posting my opinion of what would be improvements to the fungi in a hypothetical non-classic server. The entire point of a forum is to discuss facts and opinions and I believe so far I have not deviated too far from the topic. It's certainly a point many of us are enjoying discussing.

It's pretty hypocritical for you to call me out on being unqualified to post my opinions, which are subjective, whereas you are posting information which is objectively wrong. I suggest in the future you either double check your facts or use disclaimers to avoid appearing willfully ignorant.



Well, my understanding is cumulative haste has a cap. While shaman and bard have pretty mediocre haste, Enchanters make it very easy to go over the cumulative cap with only an entry level haste item. Hell, my ranger main used to be over the haste cap with just his equipment and clickies whilst I was levelling him up. The haste cap is not just an academic issue, it actually can come into effect while grouping on a twinked character.
You said every stat had caps not just haste and AC. And no, it is not possible to reach that haste cap by yourselff with just items. Your understanding is obviously lacking. There are two types of haste, worn and spell. Only one worn haste item works at a time as does only one spell haste work at a time. Ignoring the extra bard song of course. Even if you twink a toon with a 36% haste item they are still able to use 95% of at level chanter haste spells. You only go over the cap if, like I said, have someone higher level buffing you. Which means you support powerleveling but not thinking which is kinda stupid imo.

Cumulative haste ALWAYS has a cap even at lvl 60 there is a haste cap...I haven't posted anything that is subjectively wrong, your just making shit up based on your limited knowledge about live and EQ mechanics.

As I said the major damage cap is lvl 20, and even monsters have damage caps based on their level. This line of thinking is also irrelevant to the topic.

You literally called it an 18 year old mistake lol. That isn't an opinion that is you saying it's a mistake like you're qualified to make that judgement.
  #57  
Old 05-18-2017, 03:48 PM
Rygar Rygar is offline
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Quote:
Originally Posted by Maner [You must be logged in to view images. Log in or Register.]
The fungi was never moved or was the drop rate changed during kunark. Do you just make shit up if you think it helps your argument? What items did they remove other than a 1hs from reet frogs?
Easy on the blood pressure there big fella, you just misunderstood me. I know fungi want ever moved, just saying in my opinion would have been best moved to a trak or VP dragon. Saying if P99 ever did custom content that may be a good solution.

They removed the Runed Fighters Staff, Blade of the Black Dragon Eye, and that insane Trak staff got moved to VP and became Bo Staff of Transmorg or something like that.
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  #58  
Old 05-18-2017, 03:53 PM
Samoht Samoht is offline
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Rod of Annihilation

But Rygar has a tendency for over-nerfing things to a non-classic state. This thread is heading in a slippery direction.
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  #59  
Old 05-18-2017, 04:22 PM
Jontheripper Jontheripper is offline
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Waaah waaah fungi is OP.


Just say it should be bind on pickup and be done with it.
  #60  
Old 05-18-2017, 04:27 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Maner [You must be logged in to view images. Log in or Register.]
You said every stat had caps not just haste and AC. And no, it is not possible to reach that haste cap by yourselff with just items. Your understanding is obviously lacking. There are two types of haste, worn and spell. Only one worn haste item works at a time as does only one spell haste work at a time. Ignoring the extra bard song of course. Even if you twink a toon with a 36% haste item they are still able to use 95% of at level chanter haste spells. You only go over the cap if, like I said, have someone higher level buffing you. Which means you support powerleveling but not thinking which is kinda stupid imo.

Cumulative haste ALWAYS has a cap even at lvl 60 there is a haste cap...I haven't posted anything that is subjectively wrong, your just making shit up based on your limited knowledge about live and EQ mechanics.

As I said the major damage cap is lvl 20, and even monsters have damage caps based on their level. This line of thinking is also irrelevant to the topic.

You literally called it an 18 year old mistake lol. That isn't an opinion that is you saying it's a mistake like you're qualified to make that judgement.
I said every important stat. I appreciate I was unclear in what I was communicating there, my apologies for that.

I agree, it is not possible to cap out with just (worn) items. Maybe it is my ability to communicate which is lacking, if that is what you understood me to mean?

As such I think you might have misconstrued what I've wanted to say (probably due to a communication failure on my part) and then argued against that construct.

There is something I don't understand. You mention you don't get the full benefit (95%)of a level appropriate enchanter haste when wearing a powerful worn haste . You then go on to say you need a high level enchanter haste to go over the haste cap. Those two statements seem to conflict? I was hoping you could offer help by explaining again, but with rephrasing what you meant.

I'll try rephrasing what I was trying to say.

If you are grouped with a haste caster then twinking with worn haste loses some of its value. Let's use your example of a 36% haste item, at level 20 (or 29 with shaman) you would have 30% buff haste from the caster, so your haste item would only effectively be 20% (50% haste cap till 30).

IIRC weapons are capped by DMG at levels 10, 20 and 30 (note: Haynar's recent change may have altered this, and thank you for clarifying that you meant the 'major' cap at 20).

Worn AC had by level caps.

Point being: I reckon Haste, Weapons, and AC are the three most important vanilla stats. They were all subject to caps, reducing the impact of overgearing/twinking. Along comes Kunark, which introduced the worn regrowth fungi (yeah, I know classic had rubicite), but unlike the other three 'important stats' did not include any mechanic to reduce the impact of overgearing or twinking. In my view allowing this item to function at max from level 1 was a mistake...

BUT perhaps the devs had a perspective I haven't considered... Perhaps the servers at that point were mature or design philosophy had changed and it didn't matter that fungi regen was so powerful at every level.

Re: my opinion on the design of the Fungi.
Well obviously my opinion that it is a mistake is objectively wrong because some people's perspective of this item is much more positive than mine. I'm still entitled to hold and explore my opinion, though.

I hope I'm not coming across as aggressive or unfriendly. Just trying to take part in discussion. I appreciate tone is difficult to communicate on the webs.
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