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  #301  
Old 11-18-2011, 04:17 PM
Bkab Bkab is offline
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Originally Posted by Amuk [You must be logged in to view images. Log in or Register.]
keep us updated howd cast 13 go
i lol'd
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  #302  
Old 12-14-2011, 12:26 AM
Tawnee Tawnee is offline
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Originally Posted by Lovely [You must be logged in to view images. Log in or Register.]
Really, I couldn't care less about English grammar or if I misspell a word. Especially not from American scrubs who are dumb enough to believe in Religion
At least we are not dumb enough to believe in the euro
  #303  
Old 04-24-2012, 09:18 PM
hagard hagard is offline
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Originally Posted by lethdar [You must be logged in to view images. Log in or Register.]
As much fun as it is to see macken and werhmacht argue back and forth on the issue I'm bored enough make a post about it and link some supporting posts during the era to back up my views rather than "I'M 100% RIGHT AND MY MEMORY IS FLAWLESS" that's been going on.

With regard to magic resist, sadly wehrmacht is more right than wrong when it comes to this issue. I'm sure root landed a ton for you macken, however you never really pvped high lvl characters with resist gear until 2003+, which is well after the resist altering patch which occurred in September of 2002. When this patch went in all of the resist rates for spell were altered and you no longer were safe with just 100-150 mr as a pure melee. Quotes from the era:

"150 is most certainly not the immunity threshold. 150 MR gets you about 87% resistance to snares according to my last batch of tests. I got snared today by an even con when I had 174 MR. Snare is an absolute showstopper. Once you get snared it is game over really. It is extremely hard for a rogue to get 174 MR with no buffs, and even then you will get snared more often than 1/10 by mana free snare items that abound for druids and rangers. " - 9-9-2002.

Spell resist change and posts about it complaining about its effects in pvp 9-7-2002. http://www.thesafehouse.org/forums/s...ead.php?t=7879

Spell resist rates prior to this patch on sullon zek, from a high lvl enchanter whom i knew on the neutral team.
"For some reason if anyone has over 70 magic resist, magic based spells are completly useless against them but fire/ cold/ disease/ poison ones seems to have a good chance of doing max damage even at 150+ resist.
" - 1-9-2002 (before the resist patch).
http://www.thesafehouse.org/forums/s...8&postcount=55

On the issue of line of sight for nukes, macken is correct here and wehrmacht is wrong. Prior to 2003 once you had someones target you could nuke them through walls without much issue, infact i remember the first time this happened to my monk in HHK when a necro snuck in and was pretty fucked at lvl 20 with no way to retaliate / find them.

Quote from 1-9-2002 regarding LoS
"In what way is not being able to exploit someone through a wall unbalancing? Every time you use a wall or corner to hide while you cast on a melee who can't find you , you are exploiting. Its cheap and I see no reason not to nerf this exploitive behavior.

In what way is not being able to target someone with your pet and cast on them without ever comming into sight unbalancing? "
http://www.thesafehouse.org/forums/s...3848#post93848

and the rest of this thread goes on with pretty accurate discussion regarding LoS, resists, the prevalence of golem wands against casters in pvp.

Now just because it was like this does it mean it should be emulated 100% on this server? Lolno. PVP shouldn't involve prenerf pumice and golem wands up the wazoo against casters who can't retaliate at all when someone has 70mr. Melee shouldn't be skillless macktrucks immune to all forms of cc waiting to truckfuck any fools playing casters once they get a few pieces of resist gear. Casters shouldn't be able to nuke the shit out of you from behind every wall in a dungeon while you spin around trying to figure out where they are.

Anyway, lololo you're both wrong, post count ++
  #304  
Old 04-24-2012, 11:25 PM
bamzal bamzal is offline
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Resist Feedback post 11/6/2011 - 19/4/2012 (RIP): THEY BLOW!!! FIX!!! PLZ MAKE IT CLASSIC LIKE YOU NORMALLY DO!!!

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Project 1999 is a free to play, emulated classic Everquest server. We provide a nostalgic experience for those wishing to relive the old days of Everquest as it was between 1999 and 2001
Except for resists, they decided to wing it.
Last edited by bamzal; 04-24-2012 at 11:55 PM.. Reason: Resist Feedback post 11/6/2011 - 19/4/2012 (RIP)
  #305  
Old 04-24-2012, 11:31 PM
bamzal bamzal is offline
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resists are so messed up thats pretty much the only thing making the server utterly broken when it comes to pvp, turning any classic PvPer away (who made it above 20)
Last edited by bamzal; 04-24-2012 at 11:34 PM..
  #306  
Old 06-09-2012, 12:34 AM
Dullah Dullah is offline
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Posting a little feedback from pvp in the last few weeks.

Root and snare really are considerably better. Even with as low as 80 mr, you have a good chance to resist. Above 100, your gtg. The rare root or snare that lands you can just pumice, which is how i remember it on live (no going through 10 pumice a day).

Spells like blind and stuns without damage (paladin/cleric or necro scream) are still way OP, even with high resists. On a player target with 100mr + you can chain blind them. With 120mr you can still land stun or screaming terror more times than you fail. This makes these abilities so insanely powerful, you're putting yourself at a disadvantage to do anything else in pvp but those abilities. A paladin can CC 2-3 players at a time with blind, even when opponents have over 100 mr. So not only are they the hardest class to kill, they are capable of effectively locking multiple players down in the process, especially if the players are melees.
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Last edited by Dullah; 06-10-2012 at 10:22 AM..
  #307  
Old 06-18-2012, 01:45 AM
bamzal bamzal is offline
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Resist Feedback post 11/6/2011 - 18/6/2012
still bad and non-classic
  #308  
Old 08-06-2012, 04:57 PM
Dullah Dullah is offline
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Would like to plead that Null fix MR resists with CC spells. This would be a huge + to have with Kunark.

Shouldn't be getting rooted 1 in 7 at 111MR. Should not be getting stunned at 120MR. Please fix CC spells to make them classic. I play a wizard, and I still plead that for the sake of the server, and all our melee classes, that you make the system as classic as possible. Thats 70-80 MR making you immune to most CC outside of those with negative checks like mez.

Please buddy, help us out.
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  #309  
Old 08-06-2012, 05:30 PM
heartbrand heartbrand is offline
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This would also allow us to not have to stack mr so incredibly high and be able to wear situational resist gear.
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  #310  
Old 08-06-2012, 05:43 PM
Tr0llb0rn Tr0llb0rn is offline
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Casters will have zero chance in Kunark and beyond if resists become "classic" i.e. all CC spells become useless in PvP.

Think about what this will do to our caster population when they commence getting the beat down via CC immune rogues/warriors/monks/etc.

I like Nulls system, I think its far more strategic the way it is now. Combat wise and gear planning wise.
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