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  #11  
Old 10-17-2013, 11:09 PM
Technique Technique is offline
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I think there are two issues to blame for most of the dissatisfaction with partials in the current system:

1. The chance of landing a full dmg nuke regardless of resist appears to be too high.
2. The low-high dmg band is essentially static across all resist values. Instead, it should narrow as resists increase. This should be achieved only by lowering the high dmg end of the range, not raising the low end.

As to your second question, the possibility of outright resisting a pure nuke should only exist at max resist, if at all. This spell type is unique in that its effectiveness is already scaled along the entire resist spectrum, so subjecting it to an additional random all-or-nothing check doesn't make sense.

(I'd extend this to include all spells that're primarily direct damage, even if they have additional effects. For instance, enchanter nukes should be classified as "pure" in this sense, because it's absurd that a nuke having a 1 millisecond stun component should suffer the same all-or-nothing penalty as an 8-second stun spell.)

Up to a 30% chance to fully resist a pure nuke would be ruinous to PvP, as it effectively makes any character with max resist simply immune to at least 1/3 of all spells that save versus that resist.
  #12  
Old 10-17-2013, 11:10 PM
Colgate Colgate is offline
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i would prefer true classic resists but without item loot and considering how common resist geared melees are on this server it wouldn't work out so well

i would absolutely love classic resists with item loot and a +4/-4 level range
  #13  
Old 10-17-2013, 11:14 PM
Colgate Colgate is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
As to your second question, the possibility of outright resisting a pure nuke should only exist at max resist, if at all. This spell type is unique in that its effectiveness is already scaled along the entire resist spectrum, so subjecting it to an additional random all-or-nothing check doesn't make sense.

Up to a 30% chance to fully resist a pure nuke would be ruinous to PvP, as it effectively makes any character with max resist simply immune to at least 1/3 of all spells that save versus that resist.
this is essentially the same thing as saying that i should not ever flat out miss a melee attack unless my target is at an AC cap
  #14  
Old 10-17-2013, 11:17 PM
Bokke Bokke is offline
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I played for Velious / luclin / PoP mostly, and resist gear was easy to get, but I recall partial resists being a fact of life for druid nukes, but full resists on a nuke were rare. I also remember having to keep 'hand of ro / breath of ro' up on most high geared individuals for nukes to be effective (and the ro line resisted far more easily than a nuke). The ro line seemed to have a really big effect on my spells.

A thing to keep in mind is mana pools. Full resists are a pretty brutal punishment from a mana perspective. It didn't matter back during Luclin/PoP days because mana pools were huge and most classes had other tools but right now eating a full resist would suck.

edit: I should say the people I was fighting at the time were for the most part fully raid geared. Also in Luclin+ most items came with resists.
Last edited by Bokke; 10-17-2013 at 11:21 PM..
  #15  
Old 10-17-2013, 11:27 PM
Technique Technique is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
this is essentially the same thing as saying that i should not ever flat out miss a melee attack unless my target is at an AC cap
That's not a valid analogy because AC isn't involved in the chance-to-hit calculation.
  #16  
Old 10-17-2013, 11:43 PM
Lowlife Lowlife is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
i would absolutely love classic resists with item loot and a +4/-4 level range
  #17  
Old 10-17-2013, 11:57 PM
Colgate Colgate is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
That's not a valid analogy because AC isn't involved in the chance-to-hit calculation.
you're missing the point

you're asking to take out a large portion of the RNG involved in spells landing while ignoring the fact that the exact same thing exists for melee players as well

it's a scenario that would only benefit casters since you'd always landing your nukes, while i have a chance to completely whiff on an attack made on you(an attack that also requires me being in melee range)
  #18  
Old 10-18-2013, 05:56 PM
Alecta Alecta is offline
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Bump for more input from community neckbea... I mean greybeards.
  #19  
Old 10-18-2013, 06:08 PM
SamwiseRed SamwiseRed is offline
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alecta, i love you.
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  #20  
Old 10-18-2013, 08:13 PM
Thrilla Thrilla is offline
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Without getting too deep into %'s and numbers cuz I suck at math but just the simple eye test tells me that straight classic resists could be potentially game breaking for casters on this server, why you ask. Simple. On RZ most people ran with only nodrop gear, which directly affected their resist numbers and allowed the potential for more spells to land bcause poeple were too scared of wearing that Froglok Bonecaster Robe in fear of losing it.

On here, no such fear exists and because of that you'll have everyone running at nearly full resist numbers and some VP geared players would be nearly untouchable, so the server would turn into a melee rape fest, and with the future in mind (Velious) this problem would be even greater.

The simple solution and it may have been mentioned in this thread is to still give a certain % of a spell landing for full dmg regardless of the opposing players resist set, maybe 25%? enough to where it may still reward a caster taking the gamble.

Another thing I'd like to see somewhat fixed is to either increase the cast time on Cure pots or make curing a poison/disease dot take 3-4 charges as opposed to 1-2, this could help out DoT classes a lot.
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