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  #11  
Old 10-23-2011, 01:32 PM
Smedy Smedy is offline
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Looks fine to me. Once Null's real intended resist code got into working condition i think it has been working great, i have only played hybrid but as far as i know i resist a decent amount with 75 mr and melee isn't to bad/to good.

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  #12  
Old 10-23-2011, 01:33 PM
Lovely Lovely is offline
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Yes nukes are resistable but after casting over 1000 nukes in PVP so far I've yet to see a single full resist (beside during the bugged patch when you became immune to everything at 65 in the resist). All in all shock of lightning is suppose to work the same way as the other nukes. Not the same as a stun, root and snare.
  #13  
Old 10-23-2011, 02:19 PM
Bockscar Bockscar is offline
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Some low-level nukes were unresistable. I can't remember if this was the case in 1999, that's a long-ass time ago, but certainly before Luclin. You can read old PvP guides from the Velious era that specifically comment on such things as Chaotic Feedback being unresistable. I'm pretty sure this included the low-level cleric and wizard nukes that had pushback as well, SoL and Furor or whatever it is.

Anyway, that aside, these resist rates are miles from classic. Has the classic goal been scrapped entirely? I've been away for a few days so I guess I missed the memo, but people are talking about things as if it has just been accepted that it won't be classic anymore.

One of the only things that made Everquest PvP work was the fact that you could gear yourself for PvP and be pretty sure disabling spells wouldn't land on you. You could also be confident that nukes without a resist modifier would be partially resisted a lot of the time, and fully resisted often enough to be relevant as well. The important thing is CC spells, though, because if you can't make yourself nearly immune to those, the entire concept of PvP gets bent over and fucked mercilessly in the ass. 100 MR is as much as most people can get without truly best-in-game gear, maybe 120 if you really sacrifice everything else for MR and end up with a character that has no AC, HP or mana. Anything more than that takes buffs and/or high-end items like Tranix crown that most people can never expect to get.

The resist model is by far the most important thing for this server. Nothing else really matters, the game itself works fine and the server could launch as a carbon copy of P99 with FFA PvP enabled and it would be a success as long as the resist rates are as close to classic as realistically possible. If anything needs to be done right, it's this. If spells are landing easily on people in full resist gear, it hasn't been done right. As it stands, you'd be better off wearing full HP and AC gear if you're a caster, and better off rerolling a caster if you're melee.

Do not make the grave mistake of intentionally including custom features like an invented resist system and altered durations for spells. You're just inviting a tidal wave of demands for other increasingly ridiculous things, and you'll end up with a community that absorb itself in endless bullshit discussions about each and every player's individual view on what PvP should be like. It has been proven so concisely that the classic goal is absolutely crucial and the key to the success of P99, and its absence most of the reason for the failure of previous emu servers. The game mechanics cannot be open to customization and interpretation except in the rare instance where the classic canon can't be tracked down and you just have to make an educated guess. There can be no questioning the fact that the current resist model is nowhere near classic, and it worries me that people seem to just accept it and resign themselves to the fact that the developers no longer intend to keep it classic. That'll ensure another unsuccesful server. What gathered such a huge amount of interest for R99 was the fact that it promised a classic PvP server with serious support and development, and the fact that P99 had proven that this was available. It's not PvP alone that got hundreds of people to come here before the server has even opened, because PvP emus have been a dime a dozen and nowhere near as popular. It's classic PvP, with emphasis on the classic.
  #14  
Old 10-23-2011, 02:32 PM
Lazortag Lazortag is offline
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Quote:
Originally Posted by Bockscar [You must be logged in to view images. Log in or Register.]
Some low-level nukes were unresistable. I can't remember if this was the case in 1999, that's a long-ass time ago, but certainly before Luclin. You can read old PvP guides from the Velious era that specifically comment on such things as Chaotic Feedback being unresistable. I'm pretty sure this included the low-level cleric and wizard nukes that had pushback as well, SoL and Furor or whatever it is.

Anyway, that aside, these resist rates are miles from classic. Has the classic goal been scrapped entirely? I've been away for a few days so I guess I missed the memo, but people are talking about things as if it has just been accepted that it won't be classic anymore.

One of the only things that made Everquest PvP work was the fact that you could gear yourself for PvP and be pretty sure disabling spells wouldn't land on you. You could also be confident that nukes without a resist modifier would be partially resisted a lot of the time, and fully resisted often enough to be relevant as well. The important thing is CC spells, though, because if you can't make yourself nearly immune to those, the entire concept of PvP gets bent over and fucked mercilessly in the ass. 100 MR is as much as most people can get without truly best-in-game gear, maybe 120 if you really sacrifice everything else for MR and end up with a character that has no AC, HP or mana. Anything more than that takes buffs and/or high-end items like Tranix crown that most people can never expect to get.

The resist model is by far the most important thing for this server. Nothing else really matters, the game itself works fine and the server could launch as a carbon copy of P99 with FFA PvP enabled and it would be a success as long as the resist rates are as close to classic as realistically possible. If anything needs to be done right, it's this. If spells are landing easily on people in full resist gear, it hasn't been done right. As it stands, you'd be better off wearing full HP and AC gear if you're a caster, and better off rerolling a caster if you're melee.

Do not make the grave mistake of intentionally including custom features like an invented resist system and altered durations for spells. You're just inviting a tidal wave of demands for other increasingly ridiculous things, and you'll end up with a community that absorb itself in endless bullshit discussions about each and every player's individual view on what PvP should be like. It has been proven so concisely that the classic goal is absolutely crucial and the key to the success of P99, and its absence most of the reason for the failure of previous emu servers. The game mechanics cannot be open to customization and interpretation except in the rare instance where the classic canon can't be tracked down and you just have to make an educated guess. There can be no questioning the fact that the current resist model is nowhere near classic, and it worries me that people seem to just accept it and resign themselves to the fact that the developers no longer intend to keep it classic. That'll ensure another unsuccesful server. What gathered such a huge amount of interest for R99 was the fact that it promised a classic PvP server with serious support and development, and the fact that P99 had proven that this was available. It's not PvP alone that got hundreds of people to come here before the server has even opened, because PvP emus have been a dime a dozen and nowhere near as popular. It's classic PvP, with emphasis on the classic.
I agree with a lot of this. Currently there seems to be no distinction between the resist rates of non-CC spells and CC spells at the top end. 100 MR should resist roots a lot more than non-CC spells but currently fufil's curtailing chant (an MR-based bard dot) resists roughly as often according to my testing. Here's the thread with my (somewhat limited) testing:

http://www.project1999.org/forums/sh...ad.php?t=52223

Hopefully this can be addressed before launch - the resist system right now is okay, but it could be perfect with just a few minor tweaks.
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  #15  
Old 10-23-2011, 02:48 PM
gloinz gloinz is offline
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those resist rates should be a lot higher for someone with 100 mr imo for roots
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  #16  
Old 10-23-2011, 03:43 PM
Melveny Melveny is offline
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I concur on the shock of lighting, Live i played wizard first to 46. That was my pvp spell of choice old world, while everyone is trying to get ice comet or conflag to cast, i would just interrupt with this and deal my 100 pts of dmg, widdleing them down. It DID interrupt every successful land, I cant recall seeing it get resisted. However I don't want to say it is "unresistable", I think it has that special circumstance we all remember on live of which lower lvl spells landing better.
  #17  
Old 10-23-2011, 03:46 PM
Nirgon Nirgon is offline
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Good job Lovely.

Past like 40, shock of lightning wasn't always getting people for me... mostly but not always, even less so 51+.

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  #18  
Old 10-23-2011, 04:01 PM
Kringe Kringe is offline
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Going to have to agree with most of what's said here... Shock of Lightning, Chaotic Feedback a few others were "Damn near" unresistable and a great spell choice for interupting long casting spells.

Was a viable strat in 99-2000

Shouldnt be any different for us here.
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  #19  
Old 10-23-2011, 08:53 PM
Amuk Amuk is offline
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Ew yuck, snares landing for 7s 7s 5s 4s 8s on 100mr - those are all plenty of time to focus down a guy in grp pvp heh. Guess I should be fully accepting the class change to a hybrid so I have survivability/ccs - fuck my life.
  #20  
Old 10-23-2011, 08:53 PM
Amuk Amuk is offline
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I'd like to see ensnare/darkness testing, probably longer heh.
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