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  #1  
Old 06-01-2011, 05:40 PM
Troy Troy is offline
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Quote:
Originally Posted by kanras [You must be logged in to view images. Log in or Register.]
Nothing about hate amount per proc changed. Proc rates were fixed to replicate some well-documented rules established from heavy parsing in these two threads:

http://www.evilgamer.net/forums/showthread.php?t=58

http://www.thesteelwarrior.org/forum...hp/t-5351.html

Main points:

<proc rate stats>

It's a little different here. Since our dex cap is 255, main hand proc rate scales from 0.5PPM @ 0 DEX -> 2.0PPM @ 255 DEX. The stock emu code that we were previously using would only increase the proc rate 0.5PPM across the 0->255 DEX range. It also was attempting to proc once per attack for the offhand, which was weird. Basically, make friends with a shaman.
Is this to say that proc rates are now the same for all weapons?

I remember (this experience is from p99 a month or so ago), for example, the Bonethunder Staff having its Ward Undead proc go off 1 in 3 swings if not more often as an Erudite Cleric with normal dexterity. That is like 5 PPM and the only reason the staff is useful at all really.
  #2  
Old 06-01-2011, 08:42 PM
Uthgaard Uthgaard is offline
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Quote:
Originally Posted by Troy [You must be logged in to view images. Log in or Register.]
Is this to say that proc rates are now the same for all weapons?
No.
  #3  
Old 06-01-2011, 09:11 PM
Troy Troy is offline
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Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
No.
Cool. That would have been a little boring!
  #4  
Old 06-01-2011, 02:14 PM
PureLo PureLo is offline
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Seeing as those posts you are referring to came way after the 99/2000 period i don't see how they should be applied here. By that point gear and AA's were implemented that greatly affected the game mechanics differently aside from just expansions/patches.

Here there is no such thing and how is it now that there is any benefit to having the weapons that were removed by SoE/Verant of being great or high powered weapons such as the ringed mace of the ykesha, blade of the black dragon eye, and Rod of Mourning if they are all now just a generic weapon on the same scale as everything else?

I just don't see the point to this, because if you are going to go by the scales that happened way past the timeline we are going to reach here... then maybe implement the other mechanics such as Taunt actually working and other things to help counteract these futuristic changes for the sake of class balance. Besides it isn't fair to those who worked hard for or were fortunate enough to get weapons such as the ones listed prior if they are now just some standard weapon. Even a recent patch of this server showed that certain weapons were to generate more hate than others, this is proof of there being a "difference" between them amongst other weapons which should also include proc rates.
  #5  
Old 06-01-2011, 02:22 PM
Aadill Aadill is offline
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Quote:
Originally Posted by PureLo [You must be logged in to view images. Log in or Register.]
then maybe implement the other mechanics such as Taunt actually working
I'm a ranger and tanked deep sebilis with a 500 pp weapon (Dragon yak) using taunt and flame lick. I think taunt works just fine. If you're referencing issues with melee damage and hate introduced by melee damage then yes that is an issue, some of which is being fixed (special attacks like backstab). I'd like to see if the melee damage hate that was referenced by Tenudil is accurate and what happens if it's implemented.
  #6  
Old 06-01-2011, 02:56 PM
PureLo PureLo is offline
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Aadill a ranger's flame lick is like a SK's disease cloud from what i've experienced meaning that spell and the ykesha proc are what is holding your aggro, not the taunt. If you look at the page from the last patch or maybe 2 patches ago Taunt is not a viable option on mobs level 50+ anymore, hence problems for a warrior.

So now, with proc rate changes and the hate from those procs as well the warrior class is left hanging in the balance considering rogue's/monks will always have the greater DPS and knights/hybrids the spells to generate more hate regularly. With more dps meaning more aggro now as well as less procs/hate from procs, how is it even legitimate to be the warrior class?
  #7  
Old 06-01-2011, 05:24 PM
Dantes Dantes is offline
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Quote:
Originally Posted by PureLo [You must be logged in to view images. Log in or Register.]
So now, with proc rate changes and the hate from those procs as well the warrior class is left hanging in the balance considering rogue's/monks will always have the greater DPS and knights/hybrids the spells to generate more hate regularly. With more dps meaning more aggro now as well as less procs/hate from procs, how is it even legitimate to be the warrior class?
I grouped with 2 monks and a rogue last night. Managing aggro was a little bit more difficult, but not at all impossible. Still legit.
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  #8  
Old 06-01-2011, 03:10 PM
thefloydian thefloydian is offline
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Is it confirmed that dots are supposed to have their duration increased on stationary mobs? Because if so, they aren't.
  #9  
Old 06-01-2011, 03:43 PM
kanras kanras is offline
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Quote:
Originally Posted by thefloydian [You must be logged in to view images. Log in or Register.]
Is it confirmed that dots are supposed to have their duration increased on stationary mobs? Because if so, they aren't.
They're not supposed to. The dot nerf happened well before kunark on live, and all of Uthgaard's spell work was based off of kunark release spell data, so the duration increases were already in.
  #10  
Old 06-01-2011, 04:34 PM
PureLo PureLo is offline
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when i have time to research some "copy and paste" proof, i guess i will... but i imagine that it would've been a ninja change that didn't make notes like a lot of changes on this server sometimes are done. I just don't see why the procs were changed this patch to begin with, when before it was obviously viewed as classic or it would not have been implemented the way it was... correct?
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