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  #11  
Old 10-08-2013, 01:12 PM
Stinkum Stinkum is offline
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RZ rules:

- Damage spells were capped at 66% of their normal damage against players
- Damage spells did not require line of sight in order to hit PCs. Therefore you can attack and be attacked through walls, floors, etc.
- Point-Blank AE spells did not harm your groupmates, but they hurt your pet.
- You were able to attack your own pet. If you attack your pet (spell or melee) it will instantly suicide.
- Resistance Debuffs (the Tashan and Malosi series) had an increased impact on players.
- Harmtouch and Lay on Hands did not recycle on ANY death. You had to wait full duration to use these abilities again.
  #12  
Old 10-08-2013, 01:28 PM
Technique Technique is offline
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Quote:
Originally Posted by Syft [You must be logged in to view images. Log in or Register.]
It wasn't 66% it was set to 33% for nuke's that would leave lure's doing 200 dmg no wizard would have ever gotten a kill.
Your stupidity truly is something to behold.
  #13  
Old 10-08-2013, 01:35 PM
RoguePhantom RoguePhantom is offline
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Quote:
Originally Posted by Syft [You must be logged in to view images. Log in or Register.]
There is already a giant problem with well geared melee's vs caster's. If you run any DPS tests you'll see the average geared melee can easily outdo the best caster dps.
Ok, here is where you and most everyone is stupid.

Melee HAVE to have a higher sustained DPS. This is the tradeoff. Casters are the kings of burst DPS. "Dropping Bombs." Why you think for a long time, there were Burn Groups that would go around insta-gibbing dragons when Mana Burn came out? No Melee had that kind of burst. But Melee, overall had a better sustained DPS.

This is the tradeoff of Caster vs Melee.
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  #14  
Old 10-08-2013, 01:40 PM
Legend Legend is offline
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Make LOS spell casts like Sullon Zek.

In Dungeons casters couldn't channel a 6.1 sec timed spell. Like they can here and still land on you around a corner. Melle's should hold as kings in a tight environment. Right now they have too much of an upper hand. They don't even have to cast detrimental movement spells, root snare. Just channel those long cast times and if your in range you are fuked.

I remember being in HHK and having a Sk on my with tantors, he would joust and run around corners and doorways and would literally crush me. Till I caught him with his pants down in an open field like the karanas.

Make it Hard on the LOS checks, dashing around a corner should make the player out of range.
  #15  
Old 10-08-2013, 01:41 PM
jcmtg jcmtg is offline
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Breaking Root

What about the initial tick for some dots that have a DD component?

Gasping Embrace - 50 damage initially and 33 damage every six seconds for 48 secs (8 ticks)

breaking

Paralyzing Earth - Enchanter - Level 49

about 3 in 8 times. Is that variance?
  #16  
Old 10-08-2013, 01:43 PM
Legend Legend is offline
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Also melee 2 hand cap is way off, it shouldn't hit for partials and low end. Should hit for more. Nothing like your big old 2 hander hitting for double 20's at 50. I remember they did a revamp and 2 handers were broken for so long. Right now a good fast 1h and shield is more effective than a big 2 hander.
  #17  
Old 10-08-2013, 02:04 PM
Slytherin Slytherin is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Resists
First, such great work has already been done here due to this patch, thanks!

What about resist modifiers on a per spell basis?

Splurt made the unresistable category but Pyrocruor I'm assuming didn't and has the same resist modifier.

Here's a quick list of what might deserve attention:

Necro
Fire Line (Ignite Bones, Pyrocruor, etc) has the same resist modifier as Splurt

Envenomed Bolt has a resist modifier that should make it a bit easier to land (resist mod should have roughly the impact of Malo)

Trepidation has a resist modifier (resist mod should have roughly 2x the impact of Malo)

Enchanter
Cripple has a resist modifier that makes the debuff easier to land (resist mod should be roughly equal to impact of Tash).

Lagarn's Lamentation has a resist modifier that makes it more likely to land than other stuns (resist mod should have the 1.5 times the impact of Tash).

Trepidation (see Necro)

Magician
No mods

Wizard
Lures should be in the unresistable category

Shaman
Envenomed Bolt (See Necro)

Cripple (See Enchanter)

Bane of Nife has a resist modifier that makes it more likely to land (resist mod should have 1.5 times the impact of Malo)

Pox of Bertoxxulous has a resist modifier identical to Bane of Nife above.

Druid
Breath of Ro has a resist modifier (should have roughly the impact of Malo)

Cleric
Trepidation (see Necro)


Thanks again for all the work to make the server fun!
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  #18  
Old 10-08-2013, 02:04 PM
Technique Technique is offline
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Quote:
Originally Posted by Syft [You must be logged in to view images. Log in or Register.]
So your saying when an Ice comet landed for full on a player on live it only did 380 dmg!
No, that's what you are saying because you don't pause for even a moment to attempt to comprehend what you've read.

Stinkum said that a spell's PvP damage is 66% of its PvE damage, a statement you misconstrued to mean a 66% reduction in damage, which would then result in the spell causing only ~33% of its PvE damage. No one but you is so confused as to believe that was what he claimed.
  #19  
Old 10-08-2013, 02:21 PM
Bokke Bokke is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Non-Classic Mechanics

Soft LOS Check

Null created a system where if you had LOS on a player at the beginning of the detrimental spell and your target went out of LOS at the end of the cast, your spell wouldn't fail if the player was still within 70% of the spells range.

Personally, I feel like this is not a good thing. It reduces the importance of positioning and timing in dungeon pvp and it makes new players cry hax when they get nuked through walls. Thoughts?
I agree with you here. If a caster starts to go for a huge hitting spell you should be able to line of sight it. It gives melee a clear advantage in very close quarters with nearby LoS but that's really not a bad thing and a caster can re-position themselves in response, or use faster spells, or use other utility like thorns/pets etc. LOS always added more variety and positioning to pvp.
  #20  
Old 10-08-2013, 02:23 PM
Legend Legend is offline
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Quote:
Originally Posted by Slytherin [You must be logged in to view images. Log in or Register.]
First, such great work has already been done here due to this patch, thanks!

What about resist modifiers on a per spell basis?

Splurt made the unresistable category but Pyrocruor I'm assuming didn't and has the same resist modifier.

Here's a quick list of what might deserve attention:

Necro
Fire Line (Ignite Bones, Pyrocruor, etc) has the same resist modifier as Splurt

Envenomed Bolt has a resist modifier that should make it a bit easier to land (resist mod should have roughly the impact of Malo)

Trepidation has a resist modifier (resist mod should have roughly 2x the impact of Malo)

Enchanter
Cripple has a resist modifier that makes the debuff easier to land (resist mod should be roughly equal to impact of Tash).

Lagarn's Lamentation has a resist modifier that makes it more likely to land than other stuns (resist mod should have the 1.5 times the impact of Tash).

Trepidation (see Necro)

Magician
No mods

Wizard
Lures should be in the unresistable category

Shaman
Envenomed Bolt (See Necro)

Cripple (See Enchanter)

Bane of Nife has a resist modifier that makes it more likely to land (resist mod should have 1.5 times the impact of Malo)

Pox of Bertoxxulous has a resist modifier identical to Bane of Nife above.

Druid
Breath of Ro has a resist modifier (should have roughly the impact of Malo)

Cleric
Trepidation (see Necro)


Thanks again for all the work to make the server fun!
Ignite Bones was resisted often on players and mobs.

Trepidation is a fear spell...

Cripple is mr based and was resisted often.

Ebolt never laneded post Kunark with Dead Man Floating.

Splurt was never resisted much if at all, almost lure based.

You are a terrible necro, especially with all that godly gear you own sir.
Please no more suggestions. No idea why you want fear adjusted when Trepidation has 9 ticks and Invoke fear is a cheaper cost and lasts for 11 ticks.

No idea what your main was or is here but you should play it more than your necro.
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