Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 10-31-2011, 12:02 AM
Null Null is offline
VIP / Contributor

Null's Avatar

Join Date: Apr 2011
Posts: 256
Default Resist System Feedback

Please direct any feedback on the Resist System from experiences after this threads date. Try and keep any comments about the classicness of the system or 'how it was' to a minimum, keep suggestions within the system we have.

One of the main things that will be pushed around from now until release is the minimum damage that a partial can do, it was bumped up today but it might need to be moved again depending on the feedback from it.

Thanks in advance!
  #2  
Old 10-31-2011, 12:05 AM
georgie georgie is offline
Planar Protector

georgie's Avatar

Join Date: Apr 2011
Location: chicago
Posts: 2,528
Default

call of flame for a ranger does 10 dmg
  #3  
Old 10-31-2011, 12:48 AM
vinx vinx is offline
Fire Giant


Join Date: Nov 2009
Location: Greater 'Faydark
Posts: 596
Default

50 ranger
Snare = sucked
roots ftw

Immolate would interupt no matter how i stood (is that even ingame?lol)
I didnt have a prob with call of flame tho, finished off a couple with it
(but didnt check damage report sorry)

on live i never had root hotkeyed for pvp, only snare/ensnare
tonight i swapped those around cuz it was backwards
__________________
Vinx : Vexx
<Vesica Dei>
  #4  
Old 10-31-2011, 12:40 AM
Doors Doors is offline
Planar Protector

Doors's Avatar

Join Date: Apr 2011
Location: Pittsburgh
Posts: 2,934
Default

Thanks for all the work you guys have been putting in. System seems pretty good so far, nothing is gonna be perfect so people will still complain about it but still.
__________________
Quote:
Originally Posted by Drakaris View Post
You can be my squire once you can bench half of what I can.
  #5  
Old 10-31-2011, 01:15 AM
Darwoth Darwoth is offline
Banned


Join Date: Apr 2011
Posts: 614
Default

the minimum for starfire has gone from 32 to 102, so anything is an improvement to be sure, however at a relatively low 124 fr my target is still getting the minimum damage approximately 50% of the time. other than that your numbers are close but still to low.

the main problem is the minimum hits are far to frequent as they are basically the equivalent of a "full resist" for conversation sake, so if we go from the red text zero damage full resist 5% of the time to the 102 damage "full resist" 50% of the time it is still a significant damage reduction.

thats why i think if your going to keep this level of frequency on minimum hits the minimum hit (for a 410 dmg spell, higher should be higher, lower should be lower) should be at least 150 or so and that is still a huge nerf to a casters output/viability over classic, because you would need to be well over 200 resist to even come close to that where under the current system people will be getting those a lot starting at 80 - 100 resistance.

to summarize 10 casts of starfire on a target with 124 fr should be resulting in 10 casts hitting from 250 - 350 with most being closer to 350, not around half hitting 200 - 300 leaning toward the 200 range with 40% or more of those casts doing 102 (or a different minimum)
  #6  
Old 10-31-2011, 01:23 AM
Bazia Bazia is offline
Banned


Join Date: May 2011
Posts: 4,152
Default

Quote:
Originally Posted by Darwoth [You must be logged in to view images. Log in or Register.]
the minimum for starfire has gone from 32 to 102, so anything is an improvement to be sure, however at a relatively low 124 fr my target is still getting the minimum damage approximately 50% of the time. other than that your numbers are close but still to low.

the main problem is the minimum hits are far to frequent as they are basically the equivalent of a "full resist" for conversation sake, so if we go from the red text zero damage full resist 5% of the time to the 102 damage "full resist" 50% of the time it is still a significant damage reduction.

thats why i think if your going to keep this level of frequency on minimum hits the minimum hit (for a 410 dmg spell, higher should be higher, lower should be lower) should be at least 150 or so and that is still a huge nerf to a casters output/viability over classic, because you would need to be well over 200 resist to even come close to that where under the current system people will be getting those a lot starting at 80 - 100 resistance.

to summarize 10 casts of starfire on a target with 124 fr should be resulting in 10 casts hitting from 250 - 350 with most being closer to 350, not around half hitting 200 - 300 leaning toward the 200 range with 40% or more of those casts doing 102 (or a different minimum)
I have about 120 Cold resist, IC landing full damage about 70% of the time. Elemental resist seem fine.
  #7  
Old 10-31-2011, 01:28 AM
Darwoth Darwoth is offline
Banned


Join Date: Apr 2011
Posts: 614
Default

Quote:
Originally Posted by Bazia [You must be logged in to view images. Log in or Register.]
I have about 120 Cold resist, IC landing full damage about 70% of the time. Elemental resist seem fine.
ice comet has a negative 10 modifier, so your 120 is now 110, null also gave the wizard class itself a negative modifier so even lower.
  #8  
Old 10-31-2011, 02:01 AM
Darwoth Darwoth is offline
Banned


Join Date: Apr 2011
Posts: 614
Default

another string of 20 starfires (410 max) on the same 1 lev lower target with the same 124 fr.

197, 102, 226, 263, 102, 300, 102, 275, 102, 102, 102, 267, 213, 102, 102, 102, 102, 197, 102. 102

so, what we have this time is a 60% waste of mana rate. average damage per 250 mana 6 second cast time spell, 145....... less than a decent two hander swing.

again, this is completely broken.

YOU DID NOT GET FULL RESISTS ON SINGLE EFFECT NUKES BEYOND THE DEFAULT PERCENTAGE REGARDLESS OF HOW HIGH YOUR RESISTANCES ARE.

30% or MORE of those casts should be landing for full damage.

this is how the game played during the entire launch through velious timeframe, this is the resist system that was everquest and this is what people came here to play.


i have better gear than a lot of folks, with resistance rings and things i have enough mana for 6 nukes, maybe if i had 2 bars of mana against an afk war/pal/sk and no aggro lowbie mobs to interrupt the 6 second cast time that i have to stand still during i could kill them after a full minute+ of standing around with a thumb up my ass chain casting. if i was lucky.

if the numbers had an extra 100 damage across the board it would be a lot closer to how it is supposed to look, or again if the 102's were replaced with a number out of the rest of the string.

this really needs to be fixed or the server will be another 50 population sack of shit like every other emulator i have played where plate class melees roam around invulnerable to everything but other plate class melees because the devs shitted up the resistance system, really dont know why it cant just be made classic.
Last edited by Darwoth; 10-31-2011 at 02:23 AM..
  #9  
Old 10-31-2011, 01:27 AM
Darwoth Darwoth is offline
Banned


Join Date: Apr 2011
Posts: 614
Default

a string of 20 nukes on a target 1 level lower with 124 resistance.

283, 102, 300, 102, 258, 102, 102, 209, 102, 230, 258, 188, 279, 102, 296, 102, 246, 102, 102, 246.

so 8 of 20 casts were for 102, this is a "full resist" rate of exactly 40%.

average damage, 180. pure shit, this is far more mitigation than someone sporting 200+ would of had and this is at a lowly 124.

this is completely broken. if the 102's were replaced with numbers in the range of the others it would be far better and yet still far less damage than given during classic.

keep in mind a melee class has infinite swings, 2 - 3x as much hp and does damage on the move, and with this resistance system as soon as they throw some diamonds and a few slapped together piece of newbgear on a caster wont be able to kill one thats afk without having to med mid fight.
Last edited by Darwoth; 10-31-2011 at 02:20 AM..
  #10  
Old 10-31-2011, 12:59 AM
Crenshinabon Crenshinabon is offline
Sarnak


Join Date: Feb 2011
Posts: 468
Default

I also noticed this Vinx. I think the main problem is how long snare was actually lasting when it would land on someone. Root and Snare seemed to get resisted almost the exact same amount. They also seemed to wear off at the same rate. Snare would last anywhere from 1-8 seconds ... root would last anywhere from 1-8 seconds. Why use snare?
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:48 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.