Project 1999

Go Back   Project 1999 > Red Community > Red Rants and Flames

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #6  
Old 09-11-2012, 03:39 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

Here is the true to life, honest to God, exact fucking value and calcs for Immobolize and how the calculations should be determined. What I don't have / probably couldn't get is the algorithm that generates their "roll to hit" -- I don't know the seed for the random or .. really too much in that department. This is exactly how it functioned:

Undisputable:


Spell: Immobilize (39)
ID: 132
Resist: Magic, 0 (standard resists apply)
PVP resist(base): 50
PVP resist(max): -5
pvpresistcalc: 101

result for lvl 39 enc vs. lvl 49 Player:
calc is 101
base is -5
result : does NOT lands, 101 is number to beat but has no resist... so the target is deemed 95 resist points (-5 due to level difference)

1.) target is 10 levels lower, -5 is their starting point. so they would need a 106 Magic resist to outright resist the spell
2.) target is 10 levels higher, 50 is their starting point, they would need a resist of 51 to outright resist the spell.


This makes sense to any classic player too. I didn't make these numbers up, I can post them for other spells. Shit, they might even match Lucy, I haven't compared. What it also proves is that level does in fact have a lot to do with how successful spells are to land.

Now before you say "where's the randomness!".. the above *only* shows what level to deem "no this spell can never land on me as many times as you cast it". If you don't meet those values, you can still attempt to pass saving rolls. As I outlined above, I don't how how that works exactly ... but I do have this. If you don't meet that exact value:

Quote:
with the exception of unresistable spells, in PVP there is a 10.5% chance to resist the spell if you do not meet the saving value.
conversely there is a 5.25% chance of the spell landing anyway.
with damaging spells the power of them or "how hard they hit" if they land is directly correlated to how close they came to the number. minimum of 25% dmg.

so if the spell lands it does at least 25% dmg (partial resists).
if 75%+ of the "to beat" number is reached and the spell lands then 25% dmg is incured.

these partial resists come in 25% of spell dmg, 50% and 75%
Before Samwise or Trollborn chime in, I'd invite any classic player to come in here and say "no that sounds horribly wrong" or "no! it should never be the case that a certain value makes it so a certain spell can't land!"

This is how it worked kids. I'm not interested in retarded opinions. I'm interested in people who I know played on the classic pvp servers to try and knock this down.

The above completely destroys any thing you or Null are going to post about "resists are fine because I have 128 mr and can still get rooted". That shit is real dumb son. I'm not saying Null is dumb and I appreciate his efforts to put an actual system in the game, it's something I'm sure took him a while and he did his best. What I've supplied here (oh and yes I can get more) is the guide lines for him or whoever picks up his work to implement a classic PvP system.

You're welcome!
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:43 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.