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#1
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![]() Quote:
1. Resists are almost right. Basically, like classic, resists mean pretty much squat until they pass the 200 mark. The difference, and this is anecdotal based on my experience, is that they don't really rocket up from that point to near immunity like they did on live. A level 50 character with 255 MR would never get feared by Naggy or Vox, for instance. Here it just seems like a suggestion to those esteemed dragons that perhaps, maybe, they should consider not landing fear on you. This scales on up to 60 as well. 255 poison resist and level 60 meant you simply didn't get poisoned by Trak, here it seems to mean you have a 25% or so chance of resisting it (which you will fail the second time). I find myself (as a warrior) almost exclusively ignoring whatever poison/fire/cold/disease attack a boss may have. You can't resist it no matter what your numbers say. Magic vs. fear seems to work pretty well, but again not as good as on live. I don't recall a our guild tank ever getting feared by Gorenaire, for instance, here during a fight a max MR tank will take 2-3 fears though the duration will be short. As with all things Everquest level is much more important than resists as well. 200 CR won't resist an ice comet from a white mob, but 0 will resist the same spell from a green. Perhaps an over reliance on level weighting is responsible for what I feel is non-classic resist behavior in the end game. 2. HPs seem pretty accurate. Again you will have superior gear earlier here, but as you reach the end of Velious content you will be pretty much where you were on live. 3. Same thing, sure the mobs base damage is pretty accurate, but your level 40 is going to have more HPs and more AC due to the glut of gear on the server so you will feel it less as a percentage of the whole and mitigate it better. Bigginns - 60 War Krythen - 57 Enc Ezrick - 52 CLR | |||
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#2
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![]() It was said that wizards in sebilis began to cast ice commet watch out everyone.
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#3
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![]() resists and ac suck here. expect to get rooted by green con casters with over 120 mr all day.
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#4
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![]() By and large, it's an extremely impressive re-creation, and I'd say 99.98% true to time period, with most inaccuracies having to do with the Titanium Client.
Like others have said, I do recall resists being significantly more useful on live in this era. My guild spent a fair amount of time doing Velious content, (granted, a lot of that was during the Luclin timeframe, because Good team was so far behind Evil & Neutral on Sullon Zek) and I remember very clearly that having 200+ resist practically made you immune to fear and DD AE's from dragons, as long as you were 59 or 60. 250 resist and level 60, it was like a 2% chance that Fears & Normal AE's would land on you. One other thing that a lot of people probably don't care about, but I'm 100% certain of, is being able to use duck to get into rocks/landscape for a LONG time, at LEAST through Velious, and I think even through all of Luclin. This was how I entered The Hole as a Good Team Ranger on Sullon Zek - I never got a Hole Key, I just rapid-ducked/strafed, and could get through. It was also really handy for staying safe as an under-geared melee when Wizards and Druids ruled the pvp servers (on newer servers, nobody has resist gear yet). It was also a dead give-away to show who was a cheater, when wizards run right up to you in the middle of freaking nowhere in Everfrost or Skyfire when you're invis inside a boulder. Anyway, most if not all "landscape" types of boulders and rocks could be entered that way, and as long as they were the type that had an overhang above your height, you could get in by ducking/strafing. There weren't restrictions on exiting either, you could walk right out, it was getting in that took just a little bit of practice. Anyway, if I could fix just 1 thing to make it more "accurate", it would be tweaking the resists slightly. However, it's honestly probably good for the server that it's a little more "hard mode" with the resists the way they are...
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P1999 Blue: Relent Less - 60 Bard ; Red: Shifty - 24 Druid
Formerly: Toomuch Twohandle 65 Ranger on Sullon Zek | ||
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#5
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#6
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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#7
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![]() Melee endurance / weapon weight is the #1 big one by far - non-stop pulls with melee heavy parties were never possible unless SHM/RNG were using zings.
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#8
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If people realized this in classic it may have been used to mitigate mob AoE slows, since they used to fight with rez effects so the slow AoE wouldn't take hold.
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Wedar - Level 60 Grandmaster (Retired)
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#9
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![]() In 2003 it changed from "Stamina" (bar) to Endurance.
You're probably correct on the 100 cut off though. http://www.eqcleric.com/archive/index.php/t-4498.html Related patch notes to this and the rez thing you mention: "./20001219.html:<li>The stamina reduction with "Resurrection Effects" has been replaced by a slight attack-speed debuff." ./20031218.html:<p>The yellow bar now represents endurance rather than stamina.</p> ./20031218.html:<p>All Disciplines now require an expenditure of endurance to use. They still have a re-use timer, and they can't be used more often than the timer allows.</p>
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#10
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![]() Btw, this is in the current files:
./eqstr_us.txt:12090 RUNMODE IS NOW ** OFF ** DUE TO FATIGUE. ./eqstr_us.txt:12362 You are too fatigued to jump! So it would make sense people couldn't run while fatigued (hence one reason to keep it up in groups, incase a wipe was happening and people need to escape, or the melee is the puller - go try being main puller even with SOW with Walk turned on instead of run). https://www.project1999.com/forums/a...p/t-23162.html
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