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Old 10-11-2019, 11:58 PM
Palemoon Palemoon is offline
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Going with the topic about re: nerfing mages, everyone refresh my memory:

Right now everyone, including casters, are not getting their melee weapon swing delay reset at the completion of a spell cast. Everyone is in effecting getting free swings in when they should not. This was a specific and unique benefit to hybrids (only) sometime after launch right? Is this on the radar of things to fix?
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Old 10-12-2019, 09:42 AM
DMN DMN is offline
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Quote:
Originally Posted by Palemoon [You must be logged in to view images. Log in or Register.]
Going with the topic about re: nerfing mages, everyone refresh my memory:

Right now everyone, including casters, are not getting their melee weapon swing delay reset at the completion of a spell cast. Everyone is in effecting getting free swings in when they should not. This was a specific and unique benefit to hybrids (only) sometime after launch right? Is this on the radar of things to fix?
Have any contemporary evidence of this? should probably make your own thread instead of piggybacking off a completely unrelated one.

I certainly don't recall this being a special feature of hybrids, nor the feature being added. More likely than not, spell casting hybrids just thought more about having to cast between swings so optimizing that mechanic was a more prominent feature of effectively playing them.
  #3  
Old 10-12-2019, 01:17 PM
Palemoon Palemoon is offline
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Quote:
Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
Have any contemporary evidence of this? should probably make your own thread instead of piggybacking off a completely unrelated one.

I certainly don't recall this being a special feature of hybrids, nor the feature being added. More likely than not, spell casting hybrids just thought more about having to cast between swings so optimizing that mechanic was a more prominent feature of effectively playing them.
There is already a bugreport with patch notes on it in the bug section, so hopefully this gets implemented for Green.

It does kind of relate to this "mages sucked at launch" because the current ability to swing your weapon in between casting is leading to way more damage (at the low levels) than otherwise.

https://www.project1999.com/forums/s...d.php?t=334518
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Old 10-12-2019, 02:07 PM
DMN DMN is offline
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Quote:
Originally Posted by Palemoon [You must be logged in to view images. Log in or Register.]
There is already a bugreport with patch notes on it in the bug section, so hopefully this gets implemented for Green.

It does kind of relate to this "mages sucked at launch" because the current ability to swing your weapon in between casting is leading to way more damage (at the low levels) than otherwise.

https://www.project1999.com/forums/s...d.php?t=334518
It's a pretty weird patch note. The second sentence makes it sound like this was something only hindering hybrids:

" Melee attack timers will no longer be reset when a SK, Paladin, or
Ranger cast a spell. Previously these classes had to wait a full attack
delay after casting before they would attack via melee again. "
  #5  
Old 10-12-2019, 02:23 PM
Palemoon Palemoon is offline
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Quote:
Originally Posted by DMN [You must be logged in to view images. Log in or Register.]
It's a pretty weird patch note. The second sentence makes it sound like this was something only hindering hybrids:

" Melee attack timers will no longer be reset when a SK, Paladin, or
Ranger cast a spell. Previously these classes had to wait a full attack
delay after casting before they would attack via melee again. "
Its because they were the only ones that were fully expected to mix magic with melee, so the rule that applied across the board about casting resetting the weapon delay , was lifted for them. I remember this as a SK back then.

But its a unclassic big deal here because all my little caster alts (INT and WIS based) are doing tons of melee damage in between nuking mobs down. Not classic.
  #6  
Old 10-12-2019, 10:20 AM
AbstractVision AbstractVision is offline
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Cannot find proof of mages not having access to at least one pet at all levels.

This post july 1999 clearly states that most cities have for sale at least 1 per of each circle/level.
Quote:
> 2) I know the level 20 elemental spells can be bought in OOT, but can they be bought in Felwithe as well? I have heard of some Mage Spells NPC but never found her... am I mistaken about her?

There is at least one pet for each circle that can be bought in most
towns. If I remember correctly, Earth was a research pet at level 20.
I bought mine off of that special vendor in OOT though, who has all of
them up *to* level 20. If you don't want to go there, just research it.
https://groups.google.com/forum/#!se...s/kIBVeUq0xxwJ

Further researching has shown me that pets still retained their innate abilities at launch such as invis/DS/fast regen on water. They just didn't cast their 6 second nukes which they get 2 months after launch. The 6 second nukes are still broken on p99 by the way and cast less frequently, don't expect to see the devs code a change for 2 months when we have been waiting for them to fix classic pet nukes and aggro for 5 years.
  #7  
Old 10-12-2019, 10:44 AM
Sillyturtle Sillyturtle is offline
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Quote:
Originally Posted by AbstractVision [You must be logged in to view images. Log in or Register.]
Cannot find proof of mages not having access to at least one pet at all levels.

This post july 1999 clearly states that most cities have for sale at least 1 per of each circle/level.


https://groups.google.com/forum/#!se...s/kIBVeUq0xxwJ

Further researching has shown me that pets still retained their innate abilities at launch such as invis/DS/fast regen on water. They just didn't cast their 6 second nukes which they get 2 months after launch. The 6 second nukes are still broken on p99 by the way and cast less frequently, don't expect to see the devs code a change for 2 months when we have been waiting for them to fix classic pet nukes and aggro for 5 years.
If you look someone already posted proof that there were no pets past level 24.

Your post confirms pets at level 20, which is what he also said.
  #8  
Old 10-12-2019, 10:53 AM
DMN DMN is offline
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Quote:
Originally Posted by AbstractVision [You must be logged in to view images. Log in or Register.]
Cannot find proof of mages not having access to at least one pet at all levels.

This post july 1999 clearly states that most cities have for sale at least 1 per of each circle/level.


https://groups.google.com/forum/#!se...s/kIBVeUq0xxwJ

Further researching has shown me that pets still retained their innate abilities at launch such as invis/DS/fast regen on water. They just didn't cast their 6 second nukes which they get 2 months after launch. The 6 second nukes are still broken on p99 by the way and cast less frequently, don't expect to see the devs code a change for 2 months when we have been waiting for them to fix classic pet nukes and aggro for 5 years.
Unfortunately, that post is after the may 24th patch:
- New Magician spells on vendors and some Magician spells have moved to different vendors

You should be looking at information pre-may 24th.

Quote:
Originally Posted by Sillyturtle [You must be logged in to view images. Log in or Register.]
If you look someone already posted proof that there were no pets past level 24.

Your post confirms pets at level 20, which is what he also said.
Actually the post says quite clearly that there is a pet for every circle available for purchase.
  #9  
Old 10-12-2019, 10:26 AM
Dolalin Dolalin is offline
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I'll return to the issue of research-only mage pets soon.

I'm not interested, and I doubt the staff are interested, in implementing completely broken mechanics like the broken research recipes for ~lvl20 mage spells that I found direct evidence for. But there's very good evidence, and patch/dev comment evidence, for research materials being much rarer (like 300% rarer) at launch than they are now, if nothing else.
Last edited by Dolalin; 10-12-2019 at 10:30 AM..
  #10  
Old 10-12-2019, 03:12 PM
Hagglebaron Hagglebaron is offline
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Have staff said whether they are accepting these mage changes? Is mage going to be a dead on arrival class or not?
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