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Old 04-16-2011, 10:54 AM
wehrmacht wehrmacht is offline
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Default The Resist System Balance Thread

UPDATED RESIST MODIFIERS FOR ALL SPELLS SO IGNORE ALL THE CASTER WHINING RESPONSES UNDERNEATH

Wiz cast draught for -75 resist modifier without debuff
Mage cast nukes for -75 resist modifier with mala
Enchanter nuke and dot for -75 resist modifier after tash
Shamans dot for -75 resist modifier with malo and about the same for insidious decay


Making this thread so people can post what they think the resist system should be. When I say post what it should be, I don't mean "I'm a level 4 halfling and I want my spells to blow things up". I mean post actual numbers, some kind of resist formula or system. The chart I posted in another thread is basically the exact same resist system used on Sullon Zek during Kunark and Velious. So my method of balance is to start from that point, then modify resists on a per-spell basis from there. One major reason it should be done this way is because casters usually dominate melee in the lower levels and don't really start lagging until late Kunark. There's no need to adjust the low end to make them any more powerful there, just at 50+.


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Changes made to spells for each class

All of this can be done so the changes only occur when you're casting on other players and not have any effect on PvE. 99% of the changes are level 51+ spells only.

- Malo, Mala, & Tash - while debuffed by either of these spell lines, they do their normal debuff value as well as nullifying the effects of any cold, fire, magic, and poison resist buffs you have up until it wears off. This would affect bards too, so no more invincible training machines.

- I tried to implement stuns into PvP to add more skill to caster vs caster spell fights so you can strategically interrupt each others heals, nukes, gates, etc. To accomplish this, the stuns need to land more reliably but for less duration. You can also cast it to let people catch up to a runner. Duration is short enough so you're not going to be perma locking people down with multiple casters.

- normal PvP spell damage reduction still applies as well as line of sight check at start and end of spell cast


Wizard Spells

- Wizard draughts changed to -75 resist mod

- Wizard Ice Spear of Solist changed to -75 resist mod

- Wizard Sunstrike changed to -50 resist mod

- Wizard Markar's Discord changed to 2 second stun -50 resist mod

- Wizard Thunderbolt AE spell (if in game) changed to 2 second stun -50 resist mod

- Wizard AE's changed to -50 resist mod: Winds of Gelid, Jyll's Wave of Heat, Vengeance of Al'Kabor, Invert Gravity, Tears of Prexus, Pillar of Flame, Retribution of Al'Kabor, Tears of Solusek

Cleric Spells

- Cleric spell Judgement changed to -50 resist mod

- Cleric spell Reckoning changed to -50 resist mod

- Cleric spell Upheavel changed to -50 resist mod

- Cleric spell The Unspoken word changed to -25 resist mod (has a blind component so can't lower it to 50)

- Cleric spell Enforced Reverence changed to 2s stun duration -50 resist mod

- Cleric spell Force changed to 2s stun duration and -50 resist mod (changed due to paladin having it changed)


Druid Spells

- Druid spell Wildfire changed to -50 resist mod

- Druid spell Fist of Karana changed to -50 resist mod

- Druid spell Breath of Karana changed to -50 resist mod and 2s stun to match other stuns

- Druid spell Frost resist changed to -50 resist mod

- Druid spell Scoriae changed to -50 resist mod

- Druid spell Blizzard changed to -50 resist mod

- Druid spell Winged Death changed from -100 to -200 resist mod

- Druid spell Drifting Death changed from -100 to -200 resist mod

- Druid spell Drones of Doom changed from -100 to -200 resist mod

Enchanter

- Enchanter spell Asphyxiate changed to -35 resist mod

- Enchanter spell Dementing Visions changed to -35 resist mod

- Enchanter spell Torment of Argli spell changed to -35 resist mod

- Enchanter spell Largarn's Lamentation changed to 2s stun -50 resist mod

- Enchanter spell Dementia changed to -35 resist mod

- Enchanter spell Color Slant changed to 2s stun & -50 resist mod

Magician

- Mage spell Call of the Hero changed to not clear aggro to lower it's usefulness for training(optional)

- Mage spell Manastorm changed to -40 resist mod

- Mage spell Seeking Flame of Seukor changed to -40 resist mod

- Mage spell Shock of Steel changed to -40 resist mod

- Mage spell Sirocco changed to -40 resist mod

- Mage spell Scars of Sigil changed to -40 resist mod

- Mage spell Char changed to -40 resist mod

- Mage spell Scintillation changed to -40 resist mod

Necromancer

- Necromancer spell Pyrocruor changed from -100 to -200 resist mod

- Necromancer spell Cessation of Cor changed to -50 resist mod

- Necromancer spell Chill Bones changed to -50 resist mod

- Necromancer spell Plague changed to -50 resist mod

- Necromancer spell Splurt changed from -100 to -200 resist mod

- Necromancer spell Envenomed Bolt changed to -50 resist mod

- Necromancer spell Ignite Blood changed from -100 to -200 resist mod

Paladin

- Paladin spell Force changed to 2s duration -50 resist mod

Ranger

- Ranger spell Dustdevil changed to -40 resist mod

- Ranger spell Drones of Doom changed from -100 to -200 resist mod

- Ranger spell Firestrike changed to -40 resist mod

Shadowknight

- Shadowknight spell Asystole changed to -50 resist mod

- Shadowknight spell Boil Blood changed from -100 to -200 resist mod

Shaman

- Shaman spell Bane of Nife changed to -30 resist mod

- Shaman spell Torrent of Poison changed to -40 resist mod

- Shaman spell Ice Strike changed to -40 resist mod

- Shaman spell Pox of Bertoxxulous changed to -30 resist mod
Last edited by wehrmacht; 04-16-2011 at 05:44 PM..
 


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