Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 10-17-2013, 10:39 PM
Dullah Dullah is offline
Planar Protector

Dullah's Avatar

Join Date: Dec 2011
Posts: 2,241
Default

Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Hopefully resists will be somewhere in between current and classic, but more favorable to classic.

The thing about classic pvp was that not only did many people not know about the advantages of resist gear, they did not have the knowledge of how to acquire said gear nor was this gear as easy to obtain as it is on a 100~ pop server. This is very different from how it is today, and will mean 90% of players will be almost completely immune to most spells. This is one of the reasons pvp resists changed so dramatically after velious.

What they need to do is take the current resist code and cut the resist threshold in half. Currently you need 150~ to get reliable resists. Make that 75~ and add in the classic complete resists that scale up in likelihood as you go over 100+ save.

This would account for everyone playing in BIS resist gear and velious without spells being completely OP the way Null had it set up.
Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Movement impairing, stuns, slows, malo and other powerful status affecting abilities were all on that same easily resistable level. I think the 125 rule should pretty much be applied across the board. Make people utilize strips/tash/malo if they want to land OP spells.

Classic.
__________________
  #2  
Old 10-17-2013, 11:09 PM
Technique Technique is offline
Sarnak


Join Date: Jun 2013
Posts: 451
Default

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.
  #3  
Old 10-17-2013, 11:14 PM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,144
Default

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
  #4  
Old 10-17-2013, 11:27 PM
Technique Technique is offline
Sarnak


Join Date: Jun 2013
Posts: 451
Default

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.
  #5  
Old 10-17-2013, 11:57 PM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,144
Default

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)
  #6  
Old 10-17-2013, 11:10 PM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,144
Default

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
  #7  
Old 10-17-2013, 11:43 PM
Lowlife Lowlife is offline
Fire Giant


Join Date: Jun 2010
Posts: 842
Default

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
  #8  
Old 10-17-2013, 11:17 PM
Bokke Bokke is offline
Kobold


Join Date: Sep 2013
Posts: 180
Default

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..
  #9  
Old 10-18-2013, 05:56 PM
Alecta Alecta is offline
VIP / Contributor


Join Date: Apr 2013
Location: Red '99
Posts: 271
Default

Bump for more input from community neckbea... I mean greybeards.
  #10  
Old 10-18-2013, 06:08 PM
SamwiseRed SamwiseRed is offline
Planar Protector

SamwiseRed's Avatar

Join Date: Dec 2011
Location: Tatooine
Posts: 10,187
Default

alecta, i love you.
__________________
Current Games:
Naw
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 11:47 PM.


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 - 2026, Jelsoft Enterprises Ltd.