Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Closed Thread
 
Thread Tools Display Modes
  #21  
Old 06-02-2015, 09:01 PM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,145
Default

the only main hand upgrades in velious for a rogue are the vulak dagger and the tunare dagger, both of which are 15 damage
  #22  
Old 06-02-2015, 11:04 PM
beta beta is offline
Kobold

beta's Avatar

Join Date: Mar 2011
Location: Toronto, Canada
Posts: 185
Default

Would be nice if necro spec pet was more like live and not nerfed like it is here
  #23  
Old 06-02-2015, 11:22 PM
Tassador Tassador is offline
Planar Protector


Join Date: Oct 2011
Posts: 3,903
Default

Necro pets sucked in love unless fear kiting
  #24  
Old 06-03-2015, 01:01 AM
beta beta is offline
Kobold

beta's Avatar

Join Date: Mar 2011
Location: Toronto, Canada
Posts: 185
Default

Spec pet was a beast on live... thank you~
  #25  
Old 06-03-2015, 01:10 AM
Buhbuh Buhbuh is offline
Planar Protector


Join Date: Jul 2010
Posts: 1,638
Default

ya hit rate's pretty retarded
  #26  
Old 06-03-2015, 02:15 AM
Kergan Kergan is offline
Planar Protector

Kergan's Avatar

Join Date: Oct 2013
Posts: 5,052
Default

All classes get more HP, AC and resists - a lot more. However, melee damage gets drastically improved through both skill upgrades (a lot of melee/hybrid melee get offensive skill increases) and weapon upgrades. Spell damage stays a constant, and while there are a few nice things in there like ice spear by and large casters take it in the rear end.

Rogues probably see the least damage increase due to the 15 damage cap, although some of the procs are pretty good on those weapons and they will see the defensive upgrades and + hp. The biggest "winner" in Velious is easily the monk, gaining access to high AC and + hp items to go along with their inherently superior avoidance. And to make sure they are OP'd as shit, they get triple attack and access to an inventory clicky 3 slot dispel and a fungus tunic with 10 resist all and +100 hp which are debatably the 2 best items of the xpac.

So yeah, roll your monk now.
__________________
Quote:
Originally Posted by Archalen View Post
Next thing I know he's low-HP running like a NPC but we blasted him down so hard I think his pussy came off.
Last edited by Kergan; 06-03-2015 at 02:18 AM..
  #27  
Old 06-03-2015, 03:46 AM
Bokke Bokke is offline
Kobold


Join Date: Sep 2013
Posts: 180
Default

Casters were viable during Velious on live. You could do very well with them.

With how melee seem to be on r99 though I'm pretty sure casters are going to be shredded. R99 mechanics are very different from live.
  #28  
Old 06-03-2015, 04:28 AM
Kergan Kergan is offline
Planar Protector

Kergan's Avatar

Join Date: Oct 2013
Posts: 5,052
Default

I think with the way things are now casters will be in trouble in Velious. The only possible benefit is if resist curves are changed as was previously stated so it will require a lot more resists compared to now. Velious zones are however bigger in general giving ranged classes a distinct advantage.
__________________
Quote:
Originally Posted by Archalen View Post
Next thing I know he's low-HP running like a NPC but we blasted him down so hard I think his pussy came off.
  #29  
Old 06-03-2015, 05:02 AM
Zalaerian Zalaerian is offline
Planar Protector

Zalaerian's Avatar

Join Date: Nov 2010
Location: Pittsburgh PA
Posts: 1,067
Default

Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
the only main hand upgrades in velious for a rogue are the vulak dagger and the tunare dagger, both of which are 15 damage
And in PVP, most will favor the 14 dmg dragonspine rapier.
__________________
Ksah <Empire>
  #30  
Old 06-03-2015, 05:15 AM
iruinedyourday iruinedyourday is offline
Banned


Join Date: Apr 2014
Posts: 7,350
Default

Quote:
Originally Posted by Syft-X [You must be logged in to view images. Log in or Register.]
Well the 66% dmg nerf to dots and nukes did go into effect in Kunark, but on live melee's hit about 30-40% lower and hit rates were much less. That added to the 4 years of kunark and the average resist gear and we see a huge problem in caster vs melee balance.

Then add in Line of sight being broken here, on live you didn't require los to cast just a target in this era. Which forces casters into the perfect killing zone of a melee. Casters spells easily being able to be ranged as a melee jousts in and out of spell range.

Then you clearly see a problem that is growing bigger as it is left unaddressed.
Im just curious what do you base your math out of? Youve been so extremely wrong when you talk about eq before. Is there evidence of the melee hitting 30-40% lower? Im curious.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:34 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.