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Old 12-01-2014, 02:05 PM
Colgate Colgate is offline
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ya there's nothing exclusive about logging onto the beta server to test stuff then post about it in the 30 threads about this stuff in the pvp bugs section
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Old 12-01-2014, 02:08 PM
Smedy Smedy is offline
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not sure how many people i have to bring to this box to be one of those that qualifies as "giving a fuck"

either way, is there a test server i'm unaware of where the changes to live prior to the live boxes?
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Old 12-01-2014, 02:09 PM
Smedy Smedy is offline
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so velious beta is pvp test, gotcha.

didnt even know pvp code went into that box
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you clean plaque off peoples teeth for a living and are only able to do that because your daddy hired you. your waist is also wider than your shoulders and you’re 5’2.
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Old 12-01-2014, 02:13 PM
Nirgon Nirgon is offline
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Originally Posted by Smedy [You must be logged in to view images. Log in or Register.]
so velious beta is pvp test, gotcha.

didnt even know pvp code went into that box
Gotta keep up on your Bugs & Flames section dawg
  #5  
Old 12-01-2014, 02:11 PM
Colgate Colgate is offline
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ya just the normal velious beta server has all the red pvp changes

it's not pvp enabled, but you can /duel someone or find an arena to do the testing
  #6  
Old 12-01-2014, 02:13 PM
Smedy Smedy is offline
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good stuff gonna to some deep analysis with everquest scientists slathar and smallmee
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you clean plaque off peoples teeth for a living and are only able to do that because your daddy hired you. your waist is also wider than your shoulders and you’re 5’2.
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Wipe it clean.
  #7  
Old 12-01-2014, 02:15 PM
Colgate Colgate is offline
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Originally Posted by Genedin [You must be logged in to view images. Log in or Register.]
I've been pretty behind on this stuff. This patch looks awesome and I know some of you pals are a lot more in the know on stuff like this than I.

Does anyone have answers or speculations on these changes?

Haynar: Revamped Attack Speed, Double Attack Chance, Dual Wield Chance, based on Torven's data. I assume nerfed?

Haynar: Lowered the debuff bonus for PvP debuffs. Any numbers?

Fixed issues associated with dispell spells being resisted../Added spell counters to function with cancel magic spells. - Does this mean they can be resisted like in classic now? Or they were somehow already being resisted?


(PVP) Adjusted null's resist system for PvP. wut?

(PVP) Moved PvP client vs client mitigation to RealAC calc based formula. - I thought they already patched AC last patch?
not sure about the attack speed, double attack, etc. changes

debuff bonus is 100% as haynar stated, so tashanian should remove.. 78 MR?

dispel mechanics will be more similar to live, where higher level buffs had more counters, different dispells had different strengths, there's a chance to simply not remove a buff and so it may appear to be "random" at times which buffs/debuffs get dispelled. pumice will be much, much weaker now and conversely enchanters will become much stronger.

resist code regarding fire/cold nukes is much more classic-esque. no longer are the days of lure of wildfire and lure of draught of ice. anything but actual lure spells casted on high level, geared players will most likely get partial'd to hell or flat out 100% resisted.

AC was not working whatsoever on red, but it's now working in pvp. melee damage in pvp is lowered across the board because of this, even on casters.
  #8  
Old 12-01-2014, 02:18 PM
Nirgon Nirgon is offline
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lure of wildfire and lure of draught of ice - (c) Dr. Nirgon 2014
  #9  
Old 12-01-2014, 02:25 PM
Genedin Genedin is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
not sure about the attack speed, double attack, etc. changes

debuff bonus is 100% as haynar stated, so tashanian should remove.. 78 MR?

dispel mechanics will be more similar to live, where higher level buffs had more counters, different dispells had different strengths, there's a chance to simply not remove a buff and so it may appear to be "random" at times which buffs/debuffs get dispelled. pumice will be much, much weaker now and conversely enchanters will become much stronger.

resist code regarding fire/cold nukes is much more classic-esque. no longer are the days of lure of wildfire and lure of draught of ice. anything but actual lure spells casted on high level, geared players will most likely get partial'd to hell or flat out 100% resisted.

AC was not working whatsoever on red, but it's now working in pvp. melee damage in pvp is lowered across the board because of this, even on casters.

Thank you for this I was really curious and appreciate the response. Still interested to see the melee skill changes....

I'm really happy to see resist changes and I simply hope that the melee nerfs and AC fixes will balance out the classes accordingly.

Hooray for dispel changes. Shouldn't make a huge difference in mass pvp but I think this is awesome.

Looking forward to trying some of this stuff out during the extremely important and critical weekday KC zoneline pvp events.
  #10  
Old 12-01-2014, 02:18 PM
Smedy Smedy is offline
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How much was the resist curve tweaked? On live you would resist almost 100% of magic based stuff (snare,blind, root etc) running at 90mr, you'd be completely immune at 120. has this curve been tweaked at all? getting tashed and having the unclassic resist curve might kill mass pvp more than we would want lol, its a snare/root fest again, what we all want is that classic long lasting mass pvp that was so addictive and actually took some skill and organization to deal with
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Quote:
Originally Posted by Slathar View Post
you clean plaque off peoples teeth for a living and are only able to do that because your daddy hired you. your waist is also wider than your shoulders and you’re 5’2.
Videos
Wipe it clean.
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