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  #91  
Old 01-17-2012, 03:22 PM
compulsion compulsion is offline
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Originally Posted by Darwoth [You must be logged in to view images. Log in or Register.]
yes, because the worst caster class for pvp not being high in the ranking means mages could not land spells, meanwhile druids who have the same resistance rate of fire based nukes managed to do just fine.

sorry, single effect elemental nukes did not give full resists from launch through velious. ever. hence the reason everybody who was actually there agrees on said point.
Actually, two people half assed agreeing with you neither comprises "everyone", nor the complete and total populations of red servers from live EQ. The vague memories which you so adamantly present as reality do not match the actual evidence that remains from the era. You get all loud and absolute and make a half assed comparison, yet make no assessment of the two actual facts that we have.

Sony specifically coded a 50% increase to all debuffs in PvP to account for how easy resists were to stack. Yet you cling to your impression that even in full resist gear, you weren't seeing significant resists. Which holds more weight, 11 year old memories or documented game balance adjustments that were specific to the era?

Even after that buff, PvP is utterly dominated by melees and lure based casters. So much so that paladins and rangers and rogues, in representation, dominate any caster without a lure, and at a time when clickable items would reset spell icons to significantly increase caster dps.

You make a ridiculous comparison between druid nuke and mage nukes when the real reason that druids dominate in pulling coins is that in a melee heavy environment where it is tough to stop and scrub dots, WD was a death sentence. Outside of 6+ sec casting spells, druids and mages nuke for about the same. Char and Scoriae are almost identical quick casting, fire based shocks, yet druids make up 15x the representation while only being used by maybe 40% of the population(over 60% being evil team). Factor in the diverse role a druid plays in a group(healing/snaring) and a druid would cast even fewer offensive spells during the course of a battle than a mage. More nukes cast and fewer coins. That pretty strongly suggests that easy resists rendered these nukes useless and druids remained a good damage class by virtue of an unresistable dot.

I'm sure if you have been playing boxes for the last 10 years you probably can't distinguish what was live and what wasn't.
  #92  
Old 01-17-2012, 03:33 PM
Nirgon Nirgon is offline
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Quote:
Originally Posted by Nizzarr [You must be logged in to view images. Log in or Register.]
I`ve channeled multiple spells tru 10-20 hits, its more common than not -- current channeling is way too good.
In this case, more broken than exploit and I agree
  #93  
Old 01-17-2012, 03:40 PM
Jirr Jirr is offline
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Quote:
Originally Posted by Nizzarr [You must be logged in to view images. Log in or Register.]
I`ve channeled multiple spells tru 10-20 hits, its more common than not -- current channeling is way too good.
The # of times you are hit has nothing to do with channeling. As long as you start and end the spell in roughly the same spot you will channel barring a stun. I think you are too accustomed to the odd vztz code where every melee hit had a chance to interrupt.
  #94  
Old 01-17-2012, 04:08 PM
Darwoth Darwoth is offline
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Quote:
Originally Posted by compulsion [You must be logged in to view images. Log in or Register.]
Actually, two people half assed agreeing with you neither comprises "everyone", nor the complete and total populations of red servers from live EQ. The vague memories which you so adamantly present as reality do not match the actual evidence that remains from the era. You get all loud and absolute and make a half assed comparison, yet make no assessment of the two actual facts that we have.

Sony specifically coded a 50% increase to all debuffs in PvP to account for how easy resists were to stack. Yet you cling to your impression that even in full resist gear, you weren't seeing significant resists. Which holds more weight, 11 year old memories or documented game balance adjustments that were specific to the era?

Even after that buff, PvP is utterly dominated by melees and lure based casters. So much so that paladins and rangers and rogues, in representation, dominate any caster without a lure, and at a time when clickable items would reset spell icons to significantly increase caster dps.

You make a ridiculous comparison between druid nuke and mage nukes when the real reason that druids dominate in pulling coins is that in a melee heavy environment where it is tough to stop and scrub dots, WD was a death sentence. Outside of 6+ sec casting spells, druids and mages nuke for about the same. Char and Scoriae are almost identical quick casting, fire based shocks, yet druids make up 15x the representation while only being used by maybe 40% of the population(over 60% being evil team). Factor in the diverse role a druid plays in a group(healing/snaring) and a druid would cast even fewer offensive spells during the course of a battle than a mage. More nukes cast and fewer coins. That pretty strongly suggests that easy resists rendered these nukes useless and druids remained a good damage class by virtue of an unresistable dot.

I'm sure if you have been playing boxes for the last 10 years you probably can't distinguish what was live and what wasn't.
blah blah bloviate

i never said resists didnt do shit moron, i said that certain types of spells did not give flat full resists (with red text) which is entirely accurate, also noted at 150 you would get partials a lot and almost always at 200+ you know..... sort of like it is here.

and please spare me your theories on how a druid operates.
  #95  
Old 01-18-2012, 06:55 AM
Lael Lael is offline
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I played a Mage on RZ and during PoP and my memories are the following.

MR DD was basically always resisted and casting MR DD based Spells as a Mage in PvP was waste of time.

You had your Pet damage and as Spells you had to use the LOS Fire based Spells.

These Fire based Bolts would be partially resisted down to less then 1/3 the Damage even if target was partially debuffed with the non resistible Malo/Mala line.
However the damage was higher when the second debuff (Malosi/Malosini) which might land (often did not land bc of other Players high resists) after Mala/Malo had landed was cast on enemy Player.

After allot of PvP you also knew if Malosini(a) had a change to land on the specific target or not and you just sticked to the non resistable one.


Mage basic PvP fight was like this.
Dispellpots > Cast Mala & send Pet, give Malosinia 1 try then repeat casting Bolts, recast Mala etc. if it got cured.
  #96  
Old 01-18-2012, 11:40 AM
Jirr Jirr is offline
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Quote:
Originally Posted by Lael [You must be logged in to view images. Log in or Register.]
I played a Mage on RZ and during PoP and my memories are the following.

MR DD was basically always resisted and casting MR DD based Spells as a Mage in PvP was waste of time.

You had your Pet damage and as Spells you had to use the LOS Fire based Spells.

These Fire based Bolts would be partially resisted down to less then 1/3 the Damage even if target was partially debuffed with the non resistible Malo/Mala line.
However the damage was higher when the second debuff (Malosi/Malosini) which might land (often did not land bc of other Players high resists) after Mala/Malo had landed was cast on enemy Player.

After allot of PvP you also knew if Malosini(a) had a change to land on the specific target or not and you just sticked to the non resistable one.


Mage basic PvP fight was like this.
Dispellpots > Cast Mala & send Pet, give Malosinia 1 try then repeat casting Bolts, recast Mala etc. if it got cured.

The resist system was completely revamped between velious and pop.
  #97  
Old 01-18-2012, 12:00 PM
Dullah Dullah is offline
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A lot of opinions here are being generated from a post velious era.

@compulsion - sorry thats just not how it was classic-velious.
  #98  
Old 01-18-2012, 01:05 PM
Lazortag Lazortag is offline
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Quote:
Originally Posted by Jirr [You must be logged in to view images. Log in or Register.]
The # of times you are hit has nothing to do with channeling. As long as you start and end the spell in roughly the same spot you will channel barring a stun. I think you are too accustomed to the odd vztz code where every melee hit had a chance to interrupt.
It does sort of have to do with channeling since melee push is in, but yeah being hit 10 times doesn't mean you got pushed.
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  #99  
Old 01-18-2012, 01:34 PM
Nirgon Nirgon is offline
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Quote:
Originally Posted by Lael [You must be logged in to view images. Log in or Register.]
I played a Mage on RZ and during PoP and my memories are the following.

MR DD was basically always resisted and casting MR DD based Spells as a Mage in PvP was waste of time.

.
Sir, I played a friend's wizard to pvp in PoP and my experience was I even saw lures get resisted there. Meanwhile, melees with Vanazir put people through walls.
  #100  
Old 01-19-2012, 11:13 AM
Bockscar Bockscar is offline
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Quote:
Originally Posted by Bromontana [You must be logged in to view images. Log in or Register.]

Assuming an unresisted spell lands for 1000 dmg, what should be the expected damage at resist 100, 200, 300, etc?
Personal opinion/memory based on actual classic, not what's desired for this server (the two ended up becoming quite different)?

Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check.

At 100 resist:
1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000

At 200 resist:
400, 200, 750, resist, 600, resist, 1000, 500, resist, 800

At 300 resist:
resist, resist, 400, resist, 750, 500, resist, resist, 250, 300


By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that.
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