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  #31  
Old Yesterday, 01:43 PM
Goregasmic Goregasmic is offline
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Originally Posted by Coridan [You must be logged in to view images. Log in or Register.]
MQing (which I definitely don't remember being a thing during live classic)
MQing was definitely a thing but people did it for friends/guildies mostly. It wasn't nearly as big of a business like it is today.

I don't mind MQing or selling LRs in general when the stuff was going to rot or helping out friends but when you're going to cockblock, like, the entire server out of item(s) just because you decided it was your business now, fuck that shit.

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Originally Posted by WarpathEQ [You must be logged in to view images. Log in or Register.]
Not necessarily a nerf but the biggest non-classic thing and the main thing the devs still haven't addressed on P99 is the non-classic resists/channeling. This is likely the biggest change that we will see in the future and will impact class balance a fair amount.

Also likely the last hill to climb before we see any never server/reset occur.
Yeah I remember quadding with my wizard by pulling with snare since I had no jboots and even when raptors were greening out I was getting resists every now and then. On p99 as soon as you hit like 40-45 resists aren't a thing anymore really until you start fighting 51+ mobs.
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  #32  
Old Yesterday, 03:52 PM
Vivitron Vivitron is online now
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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
I think it's ironic that OP asked for player custom nerfs, and instead the bulk of the thread (despite over a decade of work here) is just people wishing they could play classic EQ.

Please, Nilbog: tell me how I can bribe you to make charming classic!
Wow, I think Torven's research that Keebz posted strongly supports your view that charm had meaningfully higher resist rates in era. relink https://www.eqemulator.org/forums/sh...ad.php?t=44358

I wonder if they plan to introduce the whole pre-2002 resist system Torven describes, which includes that higher charm break rate. If so, it seems to be a massive and wide ranging change. Is implementing this resist system a blocker for a potential new server?

I also wonder how different this thread looks in a world where that system is implemented. Maybe a whole different world. For example my inclination here is to target some of the enchanter excesses, but if their paci line stops working on 51+ mobs and charm gets worse, then maybe monks are the nail that sticks up.
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  #33  
Old Yesterday, 04:58 PM
shovelquest shovelquest is offline
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It's a provable fact that charm is not meant to last longer than 8 minuets.

Yet its max duration is 22 here.
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  #34  
Old Today, 04:23 PM
Goregasmic Goregasmic is offline
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Originally Posted by Vivitron [You must be logged in to view images. Log in or Register.]
Wow, I think Torven's research that Keebz posted strongly supports your view that charm had meaningfully higher resist rates in era. relink https://www.eqemulator.org/forums/sh...ad.php?t=44358

I wonder if they plan to introduce the whole pre-2002 resist system Torven describes, which includes that higher charm break rate. If so, it seems to be a massive and wide ranging change. Is implementing this resist system a blocker for a potential new server?
I think it is the main reason for not changing a bunch of spells right now because if you're going to adjust all spells individually to then implement a magic-wide adjustment you'll then have to undo everything you previously did. There's also apparently a different resist modifier for lower level spells granting them lowered resist rates compared to their higher level versions.

And then there's also channeling to fix which would make another significant difference.

It also makes sense to test the changes on green before new server goes live. This is a massive project with far reaching implications. I wouldn't be surprised if they want to fix this before launching a new server.
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