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#1
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Quote:
Plane of Time is the only exception but it has a form of "pseudo" instancing. The zone itself is static, but it only admits 1 raid at a time (up to 60 characters). The zone remembers how much progress the members of that raid made (for example if they cleared phases 1-3 during their raid), then when they return a day or two later they can pick up where they left off. In the meantime, another guild could enter the zone at a different time, and ALSO clear phases 1-3. So no racing for respawns but also no concurrent raids. | |||
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#2
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What's most exciting to me is to see how the emu crowd with a 1 box server revolutionizes PoP raiding tactics. Maybe I'm naive but the things you see on p99 push the limits, most other server I've been on don't seem to do that the same way you see on p99.
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#3
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__________________
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#4
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will there be any pbaoe mob limitation like in p99? these types of xp tactics are extremely common on tlps in zones like the deep for instance.
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#5
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There's an AE cap imposed on the TAKP side that honestly works just as well without preventing. Mobs will occasionally teleport or leash past that cap. It's set to 80 for most outdoor zones. Honestly, I don't think it's as big as a deal as people think because resists work properly here. It's near impossible to AOE until PoP effectively, especially similar level targets.
__________________
Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | |||
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#6
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#7
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I've fully AAd five enchanters here cause it's so nice to charm. Sucks running out of friend's enchanters to level up, need more!
Charming is obviously faster as a trio, and also in a group with a good puller (you easily run out of mobs to kill), and far more accessible since it can be done in much more zones: you can charm in nightmare, valor, storms, tactics, BoT, fire, water, etc. But tables is nice for a bit of a variety mix. With good quick pulls it's about the samey same as a decent charm group, but you can play a different composition of classes. You can do some pet killing or wiz quadding there with your non-ench composition of classes. Tables main downside is that it's very busy so it's not always available, whereas you can find plenty of spots to charm stuff. Either way, PoP exp is very good and there are places you can get both exp and loot which is a very good change from the awful exp in Luclin. PoP has lots of very nice exp spots with great group loot drops and of course ornate armor molds. Best expansion for sure! | ||
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#8
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I will be a day one for this server.
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#9
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YESSSSSSSS!!!!
thank you, this is my dream... been wishing for a 1 box PoP for a long long time. And so have about 20 of my p99 guildees. Almost every night we talk about how great a 1box PoP would be so we were all freaking out in Discord over Project Quarm. Preparing our bodies for this. Thank you very much CANT WAIT. ready to drop all my p99 bank to a commonlands noob [You must be logged in to view images. Log in or Register.] CAVEAT: PLEASE DONT GO CRAZY WITH QOL. WE LIKE IT ROUGH AND HARD | ||
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#10
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Sony put a pull limit of 10 in HoH early into PoP because bards were getting stupid amounts of exp there. On AK the pathing in the zone was atrocious. I set TAKP's limit to 15.
Regarding resists: TAKP's resist system is modeled off of the resist revamp that occurred late into Luclin, which is mostly what is still used on Live. A Sony dev posted pseudocode of it a decade ago and I parsed a ton of logs so it's quite accurate. It is however more forgiving than classic to Velious era resists in most cases, not harsher. I've no clue on the specifics of p99's implementation so I can't say how it compares to p99. Classic era resist logic is high on my wishlist of things I'd like to know. AoEing on TAKP is very doable. Most common NPCs will stop resisting spells when you're 9 levels above them and AoE groups in Fungus Grove were common in Luclin on TAKP which is appropriate. | ||
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