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#11
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DSM, no offense man but the odds of someone looking at that page and relying on any info on it within the next several weeks is like .00000000001%.
The servers are dead. Almost anyone still playing on them are legacy players who are very well versed in P99. | ||
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#12
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It just bothers me that people like Loramin and Bcbrown are fine with the wiki bring wrong, after they made the effort to moderate/modify the wiki. A wiki admin should care at least a little bit, and Bcbrown supposedly made his changes in good faith. The bare minimum would be to correct the page, or simply not worry about the wiki at all, and ignore it. Leave my changes up as is. Personally I do want the wiki to be correct, even if only a few people see it. Sorry for caring.
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#13
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#14
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https://www.project1999.com/forums/s...d.php?t=444022 I think this was the CHA thread: https://www.project1999.com/forums/s...ighlight=Monte
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#15
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Tight, thanks!
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#16
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#17
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They don't care. I don't appreciate when the wiki gets damaged via bad behavior.
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Last edited by DeathsSilkyMist; 05-11-2026 at 05:53 PM..
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#18
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#19
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These days .000000001% of players are weapon swapping, 2hb/1hb punch clicking monks equiping fungi then whistling fist robe. Min/maxing everything possible. They already are as close to max as is possible. They have mostly/all the gear BIS and will swap experiment.
The rest will just get drunk, kite spectres into newbs or die trying for one last quad before bed/work. The .00000000001% of people interested in (something other than the complete shitfight this has become) this info will use it. And we can all laugh at the silly people "just trying to give factual facts" so that people (that .0000000001%) have correct info. There is so much noise i doubt anyone sane would peruse it. I will stand corrected on that though, people are weird. | ||
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#20
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I'll ignore DSM's insults and provocations. I just saved a big rewrite of the combat section of that page. Now it's organized starting with the simplest (weapon ratios) all the way down to the EQEmu codebase explanation.
I also found a way to simplify the max damage calculation: Mod = (2/3 * Strength + Weapon Skill + atk - Minus Factor + 150)/100 This works as long as strength/skill/atk values aren't high enough to cap the modifier value. Comparing across all the examples: Code:
Simple Full Actual SK 2h 258 257 258 Shaman 1h 91 84 84 Monk throwing 29 29 30 SK archery 152 152 155 Monk tstaff 146 146 144 Monk epic 44 44 44 Monk IFS 173 173 171 SK 1h 126 126 127 25 wurmy 76 76 76 24 cleric pwc 51 50 49 | ||
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