![]() |
|
#11
|
|||
|
The evidence for me is dropping a splurt on another 51 caster with shielding [You must be logged in to view images. Log in or Register.]
Patch notes I think suggest only direct damage and pets. Nothing is evened out through some of these bugs. It just distorts the great classic game play. All mechanical bugs must die. | ||
|
|
|||
|
#12
|
|||
|
One of the other reasons necro's are so much weaker on here is lifetaps. I do not believe the heal component of lifetaps over time/dd lifetaps was pvp nerfed on live.
Only the damage component was pvp nerfed on live. | ||
|
|
|||
|
#13
|
|||
|
Neh I think you got hp back based on damage dealt.
AKA 0 damage dealt to a rune = 0 healed. Spells being too hard to resist hurts necro the most. Probably the spell damage to dots thing too! Need to test that splurt bruh. | ||
|
|
|||
|
#14
|
|||
|
Lifetap healed the damage you dealt, so in pvp it was 2/3, which yes makes it very, very inefficient and in later levels you will lifetap for less damage than a melee will hit in one round.
There are a lot of reasons Necromancers are bad but it's mostly after level 52. DoT casting times take forever and are almost immediately dispelled. Pets do very pathetic damage. Your lifetap doesn't heal for very much. It's a combination of being gimpy due to pvp server rulesets and Verant making terrible spells for necromancers post 50 due to class balance complaints. The only nuke Necromancers had was the Ignite Bones line, which resisted often in pvp due to the Skeleton illusion. I'm pretty sure dots were nerfed 2/3 on live, and after a month of Splurt being around people stopped complaining and realized they had a good 20-30 seconds to dispel it before it started to really hurt them. The only time Splurt was great was in group pvp when optimally you could land it behind someone's buffs or count on another person to distract your target. | ||
|
|
|||
|
#15
|
|||
|
I am unsure how low it was but the PvP spell damage reduction was only about 15% in classic?
I dont know how much it was but it was very low. They boosted it later on during or after velious i think. You can check screenshots from classic/kunark and see spelldmg not matching 33% reduction. | ||
|
|
|||
|
#16
|
|||||
|
Quote:
Dread of Night should be doing 482 damage, but healing for 720 in PvP Quote:
So currently on R99: Lifetap for 720 on a person with 394 hps rune. Lifetap does 2/3 damage in PVP so 480 damage applied against 394 hps rune. Life tap does 86 damage, heals for 86. I think it should be: Lifetap for 720 on a person with 394 hps rune. Lifetap does 2/3 damage in PVP so 480 damage applied against 394 hps rune. Life tap does 86 damage, heals for 130. | ||||
|
|
|||||
|
#17
|
|||
|
Necros are pretty nasty in group fights. Dropping Splurts on melees really hurts if they are fighting your own melees and thus can't channel a Pumice dispell. Also Necros can be really hard to keep track of in a big fight between DMF, shadow step and skeleton illusion.
| ||
|
|
|||
|
#18
|
||||
|
Quote:
On Live Necros used to be able to Deflux a warrior toe to toe both at 100% health and a Necro would kill a Warrior straight up using nothing but deflux.. I made a necro in hopes they would be "Live Like here" originally, (Also the dot dmg is receiving the 66% dmg nerf ) where on live dots did full dmg on players... One ignite blood would kill a caster in classic if he didn't pell it off. | |||
|
|
||||
|
#19
|
|||
|
ignite bones landed very well for me in PvP on r99, & I do not think the illusion was applied when it landed either. This was against players lower level than me.
__________________
| ||
|
|
|||
|
#20
|
||||
|
Quote:
And DoTs ALWAYS were 2/3 damage as well in PvP. Here's a 2001 article by a druid talking about the PvP damage reduction on druid spells: http://www.thedruidsgrove.org/archive/eq/t-3883.html | |||
|
|
||||
![]() |
|
|