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  #91  
Old 05-20-2014, 03:49 AM
Nirgon Nirgon is offline
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You can't read or comprehend. Don't let the door hit you on the way out.
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  #92  
Old 05-20-2014, 03:58 AM
BlkCamel BlkCamel is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Explain for me why what I said was correct when tested by a dev here on eq Mac and by me on live? There's even two posts linked from the way back matching my claims. Hurts donut.

Again, I can't wait for the treachery and belligerence when we investigate how effective channeling is here.
Hurts donut? what the hell are you even talking about? This is not a pissing contest. This about you saying root shouldn't stick and spells should resist at an exponentially greater rate then they are now. You want guards inside towns to never be rooted more then 2 ticks and agro from half way across the zone. This is not classic. You pulling out the troll-speak does nothing but make people dismiss you even more.

Your 14000 posts just fuel the fire, why can't you act like a normal person have a normal discussion. Why do you have to act like a child and name call and be snarky and just so damn petulant? If you are so well intentioned you should work on your people skills or just ignore the responses if this truly is just for the devs sake.

***I will step out of this topic now, Good luck gentlemen.
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Last edited by BlkCamel; 05-20-2014 at 03:59 AM.. Reason: ***
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  #93  
Old 05-20-2014, 04:12 AM
Yoite Yoite is offline
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nirgon when no one agrees with you and instead everyone is disagreeing with you, you are probably incorrect.
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  #94  
Old 05-20-2014, 11:25 AM
Nirgon Nirgon is offline
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Ya except when we test it on EQ Mac/live... and I'm right.
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  #95  
Old 05-20-2014, 01:38 PM
Nirgon Nirgon is offline
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I don't think you're referring to the icewell keep NPCs when you say killing guards in Thurgadin but those are the only ones I remember seeing people kill. They were different than the in town guards in old world, so don't think that I'm saying because icewell keep guards were basically immune to magic that this should hold true to old world in town guards. I'm not drawing that correlation at all. But I am refuting your point if you think wizards or druids solo'd them.

The icewell sentries were certainly killable but "completely" magic immune (siphon strength would barely land... immune for all intents and purposes like less than 1% to land for normal nuke/slow/mez lines), if you're referring to killing those all the time. This post also matches my memory regarding them. I would be making a similar but unrelated post if I saw people reliably slowing the icewell sentries.

Source referring to icewell keep sentries which should be magic immune (again this is in no way at all related to what I'm claiming about old world guards but a refutal to being able to easily root/slow anything in Icewell):
Quote:
ummmm i seriouly doubt that u slowed ANYTHING in this zone. I play 53 shaman and i went to this zone for some dorf killing fun. try to slow stuff like a good shaman. After the 20th resist in a row, I gave up. The dorfs here are almost 100MR. The enchanter we had with us couldnt mez them for the life of him, even with 200cha and tashised. If you want to hunt here, be tank and healer heavy and dont expect your enchanter/shaman to get jack to stick.
I want the in town guards (not the front town guards or ones in neighboring zones like Nek forest/EC) to be quite a bit more resistant than they are here, that's it. I hope I'm being clear. I don't want them to aggro across the zone but more like 50% more of their current distance. Root holding? Absolutely the case it shouldn't hold very well on these guys. In fact they should be as strong resist wise as the unpatched town front guards (again snare was used not root when kiting them because of this). What I was able to do here in Grobb, Neriak, Halas and Freeport to the in town guards as far as spell resistance is wrong.

None of what I did to those guards here matches what I experienced messing with them on live.

In town guards:

Guard Imillin (Freeport)
Quote:
Hits for high 80's and has about 2000 hitpoints as well as high poison, disease, and magic resists.

Guard Mizraen
(Freeport)
Quote:
Has about 2000 hitpoints and has very high disease, poison, and magic resists. Is nearly identical to Guards Inofus, Imillin, and Cozak, except he has higher resists.
Bouncer Scaar (Oggok):
Quote:
Norm guards in Oggok, resists all spells n hits about 150
Guard (North Qeynos):
Quote:
Guards are one of the mainstay NPC's of Norrath. They aren't technically monsters, but they CAN be killed and they are dangerous at times.
Quote:
they dont have 500 mr(for the most part) however they do have high mr

Agree with all of the above I posted!
Last edited by Nirgon; 05-20-2014 at 02:04 PM..
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  #96  
Old 05-20-2014, 03:20 PM
Potus Potus is offline
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I'm disappointed this thread is on page ten and you're still using like 3 cherrypicked comments and EQ Live as your evidence. Scaar's is obviously describing a newbie guard (also please read the comments where people talk about fingering buttholes, definitely some legit evidence there).

Yes, let's nerf all the inner city guards in all the zones over Guard Imilin resisting more than normal according to an everlore poster.

Against all of this we have patch note history, numerous classic guides telling people to hunt here using snare and root (which you originally denied ever happened), numerous people in this thread telling you you're wrong, and the devs themselves saying they used the proper files on guards.
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  #97  
Old 05-20-2014, 03:27 PM
Nirgon Nirgon is offline
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I'm counting at least 6 instances of guards having high magic resist here that I've linked.

You posted that they already have their correctly adjusted higher than average hps for mobs their level. Good, I'm glad they do. I think them taking full spell damage every time led to me believing their hp was lower than it should be. And truly, their effective hp versus casters IS lower because of this.

I think they should be adjusted based on my claim matching all what I've found across several guards. In fact, when I looked for more guards they weren't even listed for their zones (like Halas) on Everlore.

The Scaar comment is off and I know people were able to xp on SOME OF (like 2 or 3 of them?) the Oggok guards inside the town and the one that patrolled along the river near Feerott (not an in town guard like Reskin/Tolus/WC guards -- although the WC ones were pretty resistant too). It's just the point (why I posted the comment about the guards being very resistant to magic in the Scaar source) that these guards were quite resistant to magic, and here they didn't resist or partial a single spell I cast on them.

The only thing that is a shame is that we're trying to get things like this corrected and Velious tuned and there's no EQ Mac to go prove it anymore (at least Grobb checked out, very happy bout this as I saw them easily rooted/slowed and killed by shaman pets... the bashers of Grobb were MUCH tougher than getting wasted like this).

What do you guys think about the huge assist/aggro radius that Slate needs here? I don't think it should apply to all guards, just curious if you think I'm trying to make something up with that piece that I remember and researched to be a match of my memory too.

I know there is a big difference between the town front buff and how these should be working.. I even linked it first here (and the Dawg changed):
http://www.project1999.com/forums/sh...ght=town+front . The town front buff changed the ones that Sundawg fixed and that's fine. The ones inside the town should be as resistant as the town front ones prebuff for live... (here I was easily able to charm and kill The Tangrin in FOB and Kirak in Nektulos with charmed town front guards before his fixes.. they didn't resist a damned thing).
Last edited by Nirgon; 05-20-2014 at 04:00 PM..
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  #98  
Old 05-21-2014, 08:34 AM
Alunova Alunova is offline
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I'm pretty disgusted by this thread. This is the bug forum, not rants and flames. The amount of personal attacks and cherry picked data here is insulting. Do you think the devs don't know that bloodgill goblins have low hp for their level? We don't make decisions based on who wins a petty argument, or how many people gang up against another. We decide based on the best evidence with a small dose of what's best for the server. The bickering just makes it harder to sort through and lands those involved on our shit list.

Post evidence, post counter-evidence. Leave the decision to the devs and the insults in rants and flames or I'll personally request that your post counts are returned to 0 the hard way, which I have never had to do.
Last edited by Alunova; 05-21-2014 at 09:23 AM..
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  #99  
Old 05-21-2014, 08:43 AM
Alunova Alunova is offline
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As for my input:

As a warrior in classic I could not even dream of killing a guard until 48+ (before the buff to the gate guards). They were on par with hill giants in melee, I could barely take one down at 50 with fbss, 2 yaks and various classic gear.

As a necro, I could barely land darkness on them maybe 1 in 4 tries until I dinged 34-35 where I could probably land about 50%. Around 38-40 I could land most spells without many issues.

Guards were not killed because they were easy, they were easy to time and were killed for good loot and high exp bonuses in an area where you usually didn't have to worry about trains, assisting, fleeing or being overly attentive.
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  #100  
Old 05-21-2014, 08:59 AM
Daldaen Daldaen is offline
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I recall the Oggok guards often being killed by groups. I don't remember exactly their resist rates however.
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