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  #1  
Old 01-27-2014, 08:31 PM
baalzy baalzy is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I even plan to fix snare and fd splitting. Dots and reaggo. Spells and breaking fd. And snare + fear to have viable fear kiting.
pras.

Though I wasn't aware fear kiting was broken? :X
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  #2  
Old 01-28-2014, 12:43 PM
Haynar Haynar is offline
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Originally Posted by baalzy [You must be logged in to view images. Log in or Register.]
pras.

Though I wasn't aware fear kiting was broken? :X
Mob speeds while snared and/or feared have always been off on emu servers.

I fear kited from level 30 to 50 on my sk, beating on them as i ran behind. Mob speeds on emu always seemed off.

Haynar
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  #3  
Old 01-28-2014, 01:54 PM
Asap Asap is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Mob speeds while snared and/or feared have always been off on emu servers.

I fear kited from level 30 to 50 on my sk, beating on them as i ran behind. Mob speeds on emu always seemed off.

Haynar
Too slow or too fast?
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  #4  
Old 01-05-2014, 09:10 AM
Autotune Autotune is offline
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Originally Posted by Drakaris [You must be logged in to view images. Log in or Register.]
There are 2 non-classic things that happen on this server that never used to:
1) Dot Ticks ignoring re-aggro rule after feign death. When a mob is dotted and you feign, the mob fails to reaggro while your dot continues to tick.

2) Fully resisted nukes that do NO DAMAGE break feign death. Spells without a direct damage component break feign death. This was not classic, I remember playing a monk and shadow knight in Vellious and hoping that I would resist a caster nuke so that feign death doesn't break. This is not the case here.
um, these things were working like this awhile back.
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  #5  
Old 01-05-2014, 12:26 PM
CodyF86 CodyF86 is offline
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Originally Posted by Autotune [You must be logged in to view images. Log in or Register.]
um, these things were working like this awhile back.
If I remember correctly, this all happened with the patch that brought FD to working how it does now, with merbs remembering you once you stand up without sneak on.

Before the patch you would drop all aggro no matter what after fding and could be hit by any spell resisted or not resisted and fd wouldn't break.

After that patch, we have the current fd mechanics along with fd breaking if you get cast on after you flop no matter what, so that is when the change happened.

But yeah I think breaking when resisted is not correct atm.

This talks about a patch that occurred in 2005 that made FD break even if the spell
was resisted, which means before this patch FD did not break if you resisted the spell.

http://eqnecro.info/board/viewtopic....ish_rel=-10000

But ^^ after reading all of that link seems they arent even actually sure, gonna have to dig some more....

Aaradin
The A-Team
Last edited by CodyF86; 01-05-2014 at 12:28 PM..
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  #6  
Old 01-05-2014, 04:51 PM
Arteker Arteker is offline
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Quote:
Originally Posted by CodyF86 [You must be logged in to view images. Log in or Register.]
If I remember correctly, this all happened with the patch that brought FD to working how it does now, with merbs remembering you once you stand up without sneak on.

Before the patch you would drop all aggro no matter what after fding and could be hit by any spell resisted or not resisted and fd wouldn't break.

After that patch, we have the current fd mechanics along with fd breaking if you get cast on after you flop no matter what, so that is when the change happened.

But yeah I think breaking when resisted is not correct atm.

This talks about a patch that occurred in 2005 that made FD break even if the spell
was resisted, which means before this patch FD did not break if you resisted the spell.

http://eqnecro.info/board/viewtopic....ish_rel=-10000

But ^^ after reading all of that link seems they arent even actually sure, gonna have to dig some more....

Aaradin
The A-Team
one the of the main reasons of this was than without los a npc will not cast on you so a monk necro sk used corners and such for fd.

a prime example of this where tov chains of fders suauly every fder was in some corner waitin for fd so his aprtner in the spot could tag and run to the raid.

Later in game luclin and new changes in fd mechanic like after 2 mins warning mob xxx has forgotten you and the aas to fd succesfull work if u hit by a spell.


anyways ehre is a link to fd skill explained as far back as 2000


http://web.archive.org/web/200012180...eign_death.asp
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  #7  
Old 01-05-2014, 04:56 PM
Arteker Arteker is offline
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alot of people seems o forget , one of the main reasons monks carried alot of resist junk while pulling was .

naturala vodiance splittin meles was not much of a trouble, but ,,,,, casters would nuke you, would snare you, would root you, would dot you ,,,,,,,

so they needed time to survive agaisnt casters and find their time for fd.

> November 16th, 4:30pm
> ---------------------
>
> Feign Death was recently changed by the Tuning Team to reflect evolving
> gameplay issues. Since two of the three classes that get Feign Death get
it
> through spells, I thought this might be a good place to explain the
changes.
>
> Previously, when you used Feign Death (and assuming you cast the spell
> successfully or, in the case of the Monk, made your skill roll) hostile
> monsters would decided that you were dead and wander off. When you later
> got up, they would still remember that they were angry with you. If you
> were within sight, they would immediately come after you. If not, they
> would come after you at some later point. This might happen within a few
> minutes, or could happen even a few hours later. The only way to be
> absolutely sure that a monster had forgotten about you was to zone.
>
> With our new changes, about a third of the time that you successfully
Feign
> Death, the monster will immediately forget about you, similar to an
> Enchanter casting Memory Blur. If they do NOT forget about you, they will
> immediately come after you when you stand up. No more monsters coming
back
> at irregular amounts of time - it should be immediate or not at all.
>
> This is a change - the old way, if you Feigned Death a SINGLE TIME, the
> monster would ALWAYS remember you. This way, they remember you about
> two-thirds of the time.
>
> Using the old Feign Death, you could Feign Death multiple times to try to
> confuse the monster. After about seven or eight times doing this, most
> monsters would eventually forget they were mad at you.
>
> With the new Feign Death, if you Feign Death once the monster has about a
65
> percent chance of remembering you. Twice and the monster has about a 50
> percent chance of remembering you. Four times means about 20 percent, and
> six times means about 8 percent. This is very similar to the old Feign
> Death.
>
> Another addition to the new Feign Death involves a monster "going home."
> When you Feign Death, most monsters will return to where they were before
> the fight. If a monster returns to its initial location, it will
> immediately forget about you greater then 90 percent of the time.
> Therefore, if you Feign Death and stay down long enough for a monster to
"go
> home," you should be safe when you stand up a majority of the time. If
the
> monster IS still mad at you, it will return immediately, rather then
> wandering back later at some irregular interval.
>
>
> *FEIGN DEATH UPDATE*
>
> After further testing and watching these changes on the Live verses the
Test
> Server, we will bechanging Feign Death again on the next patch.
>
> New changes will make it so that if the creature is less than level 35,
the
> monster will always forget about you. If the creature greater then level
35,
> then the monster will use the changes detailed above.
>
> - The EverQuest Team


that was first official explanation of how FD worked.
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  #8  
Old 01-05-2014, 05:34 PM
Arteker Arteker is offline
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Quote:
Originally Posted by CodyF86 [You must be logged in to view images. Log in or Register.]
If I remember correctly, this all happened with the patch that brought FD to working how it does now, with merbs remembering you once you stand up without sneak on.

Before the patch you would drop all aggro no matter what after fding and could be hit by any spell resisted or not resisted and fd wouldn't break.

After that patch, we have the current fd mechanics along with fd breaking if you get cast on after you flop no matter what, so that is when the change happened.

But yeah I think breaking when resisted is not correct atm.

This talks about a patch that occurred in 2005 that made FD break even if the spell
was resisted, which means before this patch FD did not break if you resisted the spell.

http://eqnecro.info/board/viewtopic....ish_rel=-10000

But ^^ after reading all of that link seems they arent even actually sure, gonna have to dig some more....

Aaradin
The A-Team
probably low lvl necros , if u still fd and a spell broke ur fd but mob is low lvl it will still wiped u from agro, just tested in game and works aswell.
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  #9  
Old 01-05-2014, 05:34 PM
Arteker Arteker is offline
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what i wonder is when they will implement the fd time limit
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  #10  
Old 01-06-2014, 12:31 AM
CodyF86 CodyF86 is offline
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Quote:
Originally Posted by Arteker [You must be logged in to view images. Log in or Register.]
probably low lvl necros , if u still fd and a spell broke ur fd but mob is low lvl it will still wiped u from agro, just tested in game and works aswell.
I was talking about how it acted on a live server not on p99; I know all too well
how FD works on p99, and was only talking about a resisted spell breaking or not
breaking FD on live.

If a mob casts an unresisted spell on you and it doesn't break FD regardless
of lvl, then that's a bug, but getting FD to work 100% correctly has always been
a mysterious art on emulated servers.

Actually I can't remember if dispels are still considered beneficial spells on p99,
if they are and a mob dispelled you, it might not break FD.

After lvl 40 you can forget about roamers ever forgetting you except for 1/100,
but you can use a stalking probe and sneak when you stand back up to pull
and split casters without them ever having line of sight on you in the first place to
even cast once.

Aaradin
The A-Team
Last edited by CodyF86; 01-06-2014 at 12:58 AM..
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