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  #31  
Old 11-17-2013, 01:09 PM
Bazia Bazia is offline
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nukes still relentlessly rape

you can wear 150FR/CR and not see partials

how much gear do i need to sacrifice?

wizards should be using lures, druids should be using dots

this mega bomber nuke play style seen here is just flat out wrong
  #32  
Old 11-17-2013, 01:23 PM
Lasher Lasher is offline
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I think fights need to be drawn out more for the server to be more fun. Its fun for that wiz or druid to just chain nuke and never worry about their spells not landing but over all I think its more fun to actually form up a battle plan rather than just mega bomb.

Whats more fun drawn out battles or quick unload all your nukes and disc
  #33  
Old 11-17-2013, 02:52 PM
Technique Technique is offline
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Originally Posted by Nizzarr [You must be logged in to view images. Log in or Register.]
I really dont like putting all spells in the same resists bucket though. What about spells with two components that had double resists checks like stuns with damage, roots with damage, dots with damage(shaman dots), enchanter DD/stuns etc
That was an absurd aspect of the Live resist mechanics which rendered several spell lines useless. The only way it would make sense for multi-component spells to be given resist checks for each component would be if each component could actually be resisted independently of the others without affecting the spell as a whole.

No one in support of more involved, tactical PvP in this game can argue that 300-400+ mana, 5-6s cast time, curable shaman DoTs should be twice or thrice as easy to resist simply because of a front-loaded DD that accounts for 1/10th to 1/20th of the spell's actual damage and the addition of some poison/disease counters.

Or that MR-based enchanter nukes that have 8-second cooldowns should be twice as easy to resist simply because they have a 1 millisecond stun attached to them.

Or that an MR-based cleric stun with a 24-second cooldown should be twice as easy to resist simply because it also does ~150 dmg.

Because of the slow regeneration of hp/mana and no/very limited mana recovery options, it's not really possible to "roll with the punches" in EQ PvP. A lucky resist or a nuke landing for full can decide the outcome of a fight. Reducing all spell lines that aren't pure nukes to all-or-nothing events dictated by random chance only reinforces this unfortunate fact.

I suggest that all spells with multiple components should have a single resist mod determined by their most significant effect. So, in the case of an enchanter's Dementia it should be the 450-point DD, not the 1ms stun. A cleric's Enforced Reverence, the stun and not the 166-point DD. A druid's Ice, the 408-point DD and not the FR debuff. And a shaman's Pox of Bertoxxulous, the 1340-point DoT, not the 67-point DD and the 9 disease counters.

Of course it would still be possible to outright resist these spells, but in the same manner that pure nukes can be outright resisted, not with a bonus because of components that have little to no bearing on a player's decision to cast the spell in the first place.
  #34  
Old 11-17-2013, 03:11 PM
Technique Technique is offline
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Quote:
Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
looking at the graph, I'd say the "partials" area is way too condensed - give it some room to breathe, have partials land for a wider range
I'll argue the exact opposite, because widening the partial damage range only further promotes randomness as a deciding factor in the outcome of fights.

According to that graph, the low-high damage band is essentially static for all resist values. If anything, it should narrow with increasing resists (by reducing the high damage end of the range, not raising the low end) as a reflection of the player's decision to gain some insurance by stacking a resist at the cost of other stats/resists.
  #35  
Old 11-17-2013, 03:55 PM
Technique Technique is offline
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Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
A while back, I asked about reverting Null's removal of partials on root / snare and didnt get much input.
There's no sense in adding partials back to root/snare when their max duration is already limited to only 4-5 ticks.
  #36  
Old 11-17-2013, 04:00 PM
Bazia Bazia is offline
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id root and snares are fine as

(other then bard, not sure if its because of a modifier due to epic/instruments)
  #37  
Old 11-17-2013, 05:07 PM
Agatha Agatha is offline
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Quote:
Originally Posted by Bazia [You must be logged in to view images. Log in or Register.]
id root and snares are fine as

(other then bard, not sure if its because of a modifier due to epic/instruments)
its cause slow and anything that has a slow component (bard snare) is broken as fuk.
  #38  
Old 11-17-2013, 05:52 PM
Pudge Pudge is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
I'll argue the exact opposite, because widening the partial damage range only further promotes randomness as a deciding factor in the outcome of fights.

According to that graph, the low-high damage band is essentially static for all resist values. If anything, it should narrow with increasing resists (by reducing the high damage end of the range, not raising the low end) as a reflection of the player's decision to gain some insurance by stacking a resist at the cost of other stats/resists.
when you partialed on live, it was a wide range you could partial for, not partial for only 40-50% of the spell damage every time
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  #39  
Old 11-17-2013, 07:38 PM
Leftoverture Leftoverture is offline
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Quote:
Originally Posted by dogbarf [You must be logged in to view images. Log in or Register.]
Any plans to fix spell durations? Ensnare Lasts 18 seconds rather than 14 minutes.

I know a shit ton of melee fags on these forums probably think that is a good thing but If we are going to have classic resists we should try to have classic duration yes?

Casters are going to suck some serious balls with the nonclassic dmg nerf and nonclassic duration once kunark rolls around.
1. Snare has never lasted for 14 minutes on players on any server

2. Think it would be fun if I could silence you for 14 minutes? You're retarded
  #40  
Old 11-17-2013, 07:42 PM
Not_Kazowi Not_Kazowi is offline
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is there any estimate on when t99 comes out
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