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#1
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Do you have *ANY* evidence for your claim? Hint - "I think" and "I feel" aren't evidence. That's the same nonsense that leads to muppets running about with 200 Agi and 800AC. Because they "think" or "feel" Agi does something. They're wrong. I suspect you are too. | |||
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Last edited by EdTuBrutus; 02-07-2017 at 02:49 PM..
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#2
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There is also the fact that everything combat related on p99 blatantly has level in the formula. It's really not that far fetched to notice that spell level could be influencing that formula in some way as well. You then go on to ask for proof. I don't have access to p99 code so we all speculate based on feel. So don't try to say I'm instantly wrong for that. And on top of that we know that not every single thing on p99 is perfectly era accurate. And that the staff are prone to leaning towards making the game more difficult rather than easier.
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Last edited by Baler; 02-07-2017 at 07:26 PM..
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#3
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Also, as noted earlier, I've never noticed any difference at all in resist rates between level 9 spells versus level 50+ or 55+ spells. I main a class (my Shadow Knight) which actually casts a mixture of low- through high-level spells quite regularly, so if anyone ought to notice such a difference, it's me. If such a difference exists, it must be tiny. Danth | |||
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#4
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That's not how eq has ever worked. It's the level of the caster vs the level of the mob ... not the level of the spell. Lol Togors lasts 3 minutes and slows 70% http://wiki.project1999.com/Togor%27s_Insects Turgurs lasts 6 minutes and slows 75% http://wiki.project1999.com/Turgur%27s_Insects The only reason to use Turgurs over Togors is when the 5% really matters, the cast time really matters, or when the extra 2 minutes really matters or some combination of the above makes it worth it. Togors and Turgurs are EQUALLY likely to land. 3 mobs hit camp and they take longer than a minute to drop each? I'll Togors the first target and then Turgurs the 2 being CC'd as it makes sure each slow lasts the duration of the fight and crowd control time. If mana is a non issue (or after I get torpor) - I'll laze around with just Turgurs. You played a mage right? Please don't try to tell shamans how to most quickly land a slow. More debuff is always better, but if the actual goal is getting the mob slowed asap you're best off not trying to land the better but resistance debuff until the mob is slowed. Once the mob yawns, the fight is under control. PS: I admit being wrong on the 7.5 minute duration. I was remembering the debuff time on more recent live servers with focus item durations. Turgurs lasts twice the duration of Togors - making it more efficient if you need the mob slowed longer than ~4 mins.
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Last edited by Troxx; 02-07-2017 at 03:50 PM..
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#5
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If not i'm sticking with my theory that spell level has an influence on the formula for said spell to land. Quote:
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And the reason I dont tell people what my characters are is because my posting style may not be agreeable to everyone and I don't want asshats ruining my in game experiance. Forum Quest and Everquest are two totally different things. However the problem between us is that you've continuously failed to read my posts. This is from my first post in this thread. Quote:
But I'm sure you wont make it to this point in my post.
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Last edited by Baler; 02-07-2017 at 07:24 PM..
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#6
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I don't even know how else to explain it to you. People have already posted some incredibly basic examples that show this to be true. | |||
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#7
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Again for me, I believe any malosini attempts at all before slow lands is only worth it if you don't need to help heal or anything else, and you know the next slow is most likely going to get you aggro and die and you have the mana to try out a malosini which is pretty low aggro.
But since malosini and slow have the same chance of landing, in most situations it just seems like a waste. Some targets I duo with an SK, and since our dps is low I always Malo -> Slow till slowed, Malosini, then dots/jbb and epic click, and a reslow eventually. It seems like people here more or less agree besides Baler. I don't think malosini is useless, and I don't think others do as well... just more situational and low priority compared to slow. | ||
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Last edited by Erica; 02-07-2017 at 06:49 PM..
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#8
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Going to take a knee on the subject of spell level and resists. I did later state it was a theory not a fact. Even if I presented it as such originally.
It certainly does not discredit all of the information I posted previously. Despite Troxx seeming to think I have no idea about shaman.
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Last edited by Baler; 02-07-2017 at 10:03 PM..
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#9
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Didn't read all the responses but my way on tough long solo fights is to Malo pet slow and malosini and slow till both stick. Especially important when you need to reslow. But in the end on repeated fights I experiment until I find the most MANA efffecient method. I never malosini before attempting slow even on resistant mobs because a lucky slow will save you tons in MANA. But like I said. Go for effeciency. It Trump's all.
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#10
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Baler, the appropriate response to being corrected (losing the argument) isn't to throw a toddler tantrum.
Flipping out is not helping your case. It's ok. Just get over it. Quote:
It doesn't help you land the initial slow faster. This has been pointed out over and over dude. Nobody ever said malosini was a worthless spell. It's just wrong to think that landing the initial slow is faster with malo + malosini (no more likely to land than slow) + slow. By the time you land malosini, you could have landed he first slow. Your "theory" about spell level is wrong. Sorry.
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Last edited by Troxx; 02-08-2017 at 01:37 AM..
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