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  #1  
Old 11-23-2019, 05:11 AM
kul69 kul69 is offline
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Originally Posted by cd288 [You must be logged in to view images. Log in or Register.]
Lmao DD resisted 90% of the time? Wtf are you talking about no it didnt
Oh thats right it did. How does it work on P99?

On Live classic Enchanter nuke was all or nothing and that is why it resisted so often. While other DDs might nuke for a few less damage in that case Enc nuke was full resist. Is that how it works here?
  #2  
Old 11-22-2019, 03:21 AM
bubur bubur is offline
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It's because charm was op in classic
  #3  
Old 11-22-2019, 03:30 AM
derpcake2 derpcake2 is offline
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Originally Posted by Rooj [You must be logged in to view images. Log in or Register.]
-Changed Charm spells so that NPCs spell use will now be interrupted once the charm has expired. (I believe the point of this was that people were waiting for pets to start casting a spell before attempting to recharming them, removing any chance of being hit before recharming)
No, this was changed to stop people from starting faction wars.

Faction wars work like this: you charm a caster on faction A, and spam /pet attack and pet off on a mob on faction B, until your pet starts casting a detrimental spell.

You break charm while your pet is casting, this will make the cast land after the pet is no longer charmed, as a result the mobs would engage in combat.

Mobs from either faction could be trained into the fighting mobs, assisting their own faction.

Doing 1 damage to a mob before it died would give you xp from it.

This resulted in bards and enchanters clearing entire zones. PoTactics was very popular, but it also worked very well in one of the luclin towns.

This is classic, lets ask for it.
  #4  
Old 11-22-2019, 03:33 AM
Ligma Ligma is offline
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Quote:
Changed Charm spells so that NPCs spell use will now be interrupted once the charm has expired. (I believe the point of this was that people were waiting for pets to start casting a spell before attempting to recharming them, removing any chance of being hit before recharming)
This was because you could make a charm pet start casting on a mob, then break charm and it would agro the mob. Which caused a NPC battle that was abused by pulling mobs of opposite faction into it. As long as you did 1 damage on a 55+ mob you would get full exp.

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Those are the changes to charm within the first 5 years of Everquest, but after Luclin launch of course. Look at how DRASTIC they are. Wonder why...
Tbf the whole thing was exasperated by Sony. They put snareable, non summoning, charmable mobs in almost every PoP zone, many that did upwards of 1k dps. Then they release GoD where progression is dependent on a stacked group charming 2k dps mobs carrying through 1 or 2 mortals at a time.
Last edited by Ligma; 11-22-2019 at 03:42 AM..
  #5  
Old 11-22-2019, 04:45 AM
Jimjam Jimjam is offline
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We know mob atk and ac values were ball parked as there were no live sources.

Yes there are complaints about too many enchanters, but people also complain about their AC not working as well as they remember.

Nerfing mob attack will make melee more desirable as tanks AND reduce the effectiveness of charm. We know mob attack values are best guess and not exact classic.

This would be my first avenue of attack if i felt melee and enchanter charm weren't working classically.
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Old 11-22-2019, 05:09 AM
Dolalin Dolalin is offline
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My first avenue of attack would be to look for evidence of increased mob resistances at higher (35+) levels, because it exists.

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Level 35 or above wizards will find that their spells (Magic, Cold, or Fire) much less likely to be resisted. This effect stacks with the Staff of Temperate Flux and enchanter, shaman, and magician resistance debuffs.

This change was made to increase the effectiveness of wizards at about the level that all spell-casting classes start seeing their resistance rates go up.

https://wiki.project1999.com/Patch_N...rd_Enhancement
There is player evidence of this too in-era, lots of chanter complaints about resists.

Quote:
Verant, we are broken. We are resisted on EVERYTHING we do .. way too often. How can you crowd control when you get resisted? Not once, not twice but sometimes through the whole fight. THen the only good you are is a target the monster(s) are trying to hit (thereby ignoring everyone else pounding on it/them).

http://web.archive.org/web/200104172...000223-11.html
Quote:
(2) charm line of spells (3 spells) - Resists are so high and duration so unpredictably short that the entire charm line of spells is now a suicide spell to cast on anything blue or above. NOTE: this line of spells is rendered useless in the planes as even with tashania you cannot cast these unresisted on anything and even if you could the duration would be so short that there would be no practical use.

(7) Mezz and Stun series (3 Stun, 3 mezz) - ALL USELESS in the planes! All become very highly resisted at level 44. I have cast 5 unsuccessful stuns in a row against blue mobs and I am level 44 and have a charisma of 203.

http://web.archive.org/web/200104172...000223-11.html
Quote:
I'd also like to see our mez spells actually take hold after we tashan the stupid things. What is the point in lowering their magic resistence when all your spells just bounce off? And they are bouncing off of blues and greens! NOT YELLOWS OR REDS! Does that make sense?? I really don't think so.

http://web.archive.org/web/200104172...000223-10.html
Quote:
The biggest problem with Enchanters is our role is VERY limited in a group. We debuff and do crowd control .. or we try too. Verant continously upgrades the magic resitance on EVERYTHING without THINKING of how it will effect US. Now we're stuck with a spell book full of spells that are resisted constantly by /blues.

http://web.archive.org/web/200104172.../000223-9.html
Quote:
I love Enchanters, they are a really cool class. But as Verant are riding their perpetual nerf-a-coaster, this time they have left us behind. Steadily but surely, they are either A: Decreasing our power to give other classes more or B: Just introducing more high level monsters on the Planes and forgetting that all of our spells get resisted by them.

http://web.archive.org/web/200104172.../000223-9.html
There's the usual bitching and exaggeration factor to take into account but I do think resistances could use a bump at the higher end.

I think chanter charm power is the result of lots of little things adding up to a big thing.
Last edited by Dolalin; 11-22-2019 at 05:24 AM..
  #7  
Old 11-22-2019, 05:23 AM
jacob54311 jacob54311 is offline
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Quote:
Originally Posted by Dolalin [You must be logged in to view images. Log in or Register.]

There is player evidence of this too in-era, lots of chanter complaints about resists.

That's not strong enough to make changes, I'm guessing.

Either the P99 team has pretty strong numerical evidence that chanters really were like this back in the day or they just dig on chanters and are choosing to go with the higher end when it comes to estimating what they could do.

After giving it some thought, I think we're just going to have to accept the situation.

I can do that. Playing my ranger back in the days of POP, chanters were pretty uber too. I still had fun. And I'll have fun on my druid here on P99.
  #8  
Old 11-22-2019, 03:49 PM
311junkie 311junkie is offline
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Quote:
Originally Posted by Dolalin [You must be logged in to view images. Log in or Register.]
My first avenue of attack would be to look for evidence of increased mob resistances at higher (35+) levels, because it exists.



There is player evidence of this too in-era, lots of chanter complaints about resists.


There's the usual bitching and exaggeration factor to take into account but I do think resistances could use a bump at the higher end.

I think chanter charm power is the result of lots of little things adding up to a big thing.
I think your post makes a lot of sense. However, if you start increasing overall magic resistance then you'll have a lot more people bitching besides charmers about how useless their magic based spells are. There's also the issue of quantifying the changes like others have already noted in this thread.
  #9  
Old 11-22-2019, 05:56 AM
Dolalin Dolalin is offline
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As always, it's really tough to get hard numbers on anything like this. Even ShowEQ didn't show raw mob resistances.
  #10  
Old 11-22-2019, 12:59 PM
douglas1999 douglas1999 is offline
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The way chanters are played here you might as well just abolish all classes, and just have one generic class called "Fantasy Character" that has every ability in the game.
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