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  #1  
Old 01-09-2018, 08:33 PM
Ezrick Ezrick is offline
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Quote:
Originally Posted by Bristlebaner [You must be logged in to view images. Log in or Register.]
I agree that the overall feel is pretty darn realistic. My curiosity is more centered on things like:

1.) Resists on P99 vs. back in 1999

2.) How many HP a character would have at a given level vs. P99

3.) Do pets hit as hard, or as often as they would on P99 as they did in classic? HP values? Mitigation?

These are things that are much harder to quantify as they involve math and calculations behind the scenes.

Did the staff reverse engineer some of this data or did they do a best guess?
You have to understand first of all where we are at. The server population is years older than it should be for this stage of development. My first melee character's weapon, even 5 years ago was a Green Jaded Broadsword bought for roughly 25plat. That is light-years removed from the rusty/tarnished weapons I used when Everquest was released. Weapons are just one part of it, all of the gear is like that. A character today certainly has a huge advantage over the environment compared to true, classic Everquest. Even such things as online resources make a huge difference. We didn't have maps, quest guides, detailed wiki's containing every mob in a zone etc. That djinn can never be put back in the bottle. Everquest was hard. I'll try to answer your specific questions though.

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.

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Ezrick - 52 CLR
  #2  
Old 01-05-2018, 11:04 AM
Nybras Nybras is offline
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It was said that wizards in sebilis began to cast ice commet watch out everyone.
  #3  
Old 01-05-2018, 12:26 PM
SamwiseRed SamwiseRed is offline
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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  
Old 01-05-2018, 02:07 PM
Toomuch Toomuch is offline
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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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  #5  
Old 01-05-2018, 02:20 PM
Ennewi Ennewi is offline
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Quote:
Originally Posted by Toomuch [You must be logged in to view images. Log in or Register.]
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.
This can be achieved very easily with the boulder at the bottom of the elevator in Paineel. It's the only one I'm aware so far though.
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  #6  
Old 01-05-2018, 02:22 PM
loramin loramin is offline
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Quote:
Originally Posted by Ennewi [You must be logged in to view images. Log in or Register.]
This can be achieved very easily with the boulder at the bottom of the elevator in Paineel. It's the only one I'm aware so far though.
Also the jail in Droga [1].
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  #7  
Old 01-05-2018, 11:27 PM
tristantio tristantio is offline
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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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Old 01-06-2018, 06:56 PM
Rygar Rygar is offline
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Quote:
Originally Posted by tristantio [You must be logged in to view images. Log in or Register.]
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.
Possible this may have been an urban legend, afraid that no endurance had an affect on melee. According to Sorn's matter stamina bug report it would seem there were no negative effects if your stamina was over 100. Below 100 you lost some str /dex and maybe had a 10% slow.

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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  #9  
Old 01-06-2018, 10:44 PM
tristantio tristantio is offline
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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  
Old 01-06-2018, 10:51 PM
tristantio tristantio is offline
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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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