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  #1  
Old 10-21-2014, 08:59 AM
heartbrand heartbrand is offline
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The z axis issue makes pvping very painful as a melee
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  #2  
Old 10-21-2014, 02:39 PM
Potus Potus is offline
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AOE groups will be badass.
Last edited by Potus; 10-21-2014 at 02:55 PM..
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  #3  
Old 10-21-2014, 09:59 AM
Haynar Haynar is offline
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Allowing no z axis check is easy. With the coming reduction in combat range, this would be important to resolve.

Let me know more, if that is how it should be.

H
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  #4  
Old 10-21-2014, 11:15 AM
Colgate Colgate is offline
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it is classic for there not to be a z-axis check on melee attacks
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Old 10-21-2014, 12:28 PM
Nirgon Nirgon is offline
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Colgate absolutely on the money.

Also just digging this up again: http://www.project1999.com/forums/sh...&postcount=360

8]

If resists are done right, aoe'ing will be possible.
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  #6  
Old 10-21-2014, 02:18 PM
Haynar Haynar is offline
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AOEing will be possible.

Part of my non-classic gift, is spells like root/mez/stun, will not be subject to the max resist rate cap. So above a certain resist level, you will get 100% resists.

Not a game breaking deviation from classic, but I think its one that will open up aspects of the game on red that are currently not available.

If you dont like it, meh. Give me something more important to work on.

H
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Old 10-22-2014, 06:31 PM
Pudge Pudge is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
AOEing will be possible.

Part of my non-classic gift, is spells like root/mez/stun, will not be subject to the max resist rate cap. So above a certain resist level, you will get 100% resists.

Not a game breaking deviation from classic, but I think its one that will open up aspects of the game on red that are currently not available.

If you dont like it, meh. Give me something more important to work on.

H
Uh. Why? Why make these spells not even have a possibility of landing? Why depart on classic for this? Making spells completely useless just removes part of the game, making the ge ultimately less interesting.

Taking a chance on casting a root or whatever is someone's gamble. Is a 1 in 50 chance (that's what it is currently, right?) really too much? At that point it is practically out of the question to cast and would only be a last ditch effort to stop someone from getting to a zone line. But it's still too OP?

Mez was also one of the CC spells that landed more easily than root even. (Yes a i know mez usually got casted after a tash. Still was easier to land mez than root at the same mr) can't give it a 2% chance?

Stuns.. Same thing. Most are already harder to land because they have 2 resist checks.. The stun part and the damage part. And straight up stuns should remain easier to land than the damaging ones. Also some low level damage + mini-stuns for enchanter and wiz should be unresistable/extremely rarely resisted. These were used to reliably interrupt other ppl casting. Again, there should not be any way to achieve complete immunity from an important part of many classes pvp spells.

Removing these features takes away a part of the game that added complexity and gambling into the PvP mix. Please don't remove parts of the game that make it fun (and sometimes maddening!) for the players.

I could understand going for straight up non-classic mechanics if this wasn't Project 1999. Or even, maybe if you played red over the years it's been up and had your gripes. But it seems you haven't and are armchairing some of these changes, relying on the words of 3 or 4 ppl who are monitoring this thread to support this development. Instead of posing these questions to the greater community/treading lightly by merely nerfing spells, they are being thrown out the window (unless, of course, your enchanter buddy (1 out of 14 classes) happens to be leveling with you. This just makes the game way worse for all other spellcasting classes.. To need an enchanter everywhere in order to have the *possibility* to land a spell. Granted I don't know the resist level you have in mind. But even at 255 there should at least be a 1 in 50 chance that that geared out, velious resist melee could get held up a sec.
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  #8  
Old 10-21-2014, 02:39 PM
Colgate Colgate is offline
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if you're looking for something else very relevant on red99 now?

look into archery/throwing

someone has pointed out that in the stock eq emu archery accuracy equation it multiplies the final result by 0.25 to account for AAs that would have made archery insanely overpowered

i believe there was also a buff to either throwing damage or accuracy that shouldn't be there

right now on red99, archery is PATHETIC because you miss almost every single shot, whereas throwing(mainly throwing boulders and shurikens of the tranquil) does incredible amounts of damage with very high accuracy

also, you can look into the warrior crippling blow stun lasting much longer than it's supposed to on players; right now every single hit from a crippling blow stuns you for 1-2 seconds, when it's supposed to be much shorter, like a 0.1 second ministun

right now the metagame with warriors consists of them getting sub-40% hp, using their Mighty Strike discipline, and then any character will be stunlock raped for 10 seconds from 100% hp to 0, even raidbuffed warriors can't survive it
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  #9  
Old 10-21-2014, 04:35 PM
Technique Technique is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
also, you can look into the warrior crippling blow stun lasting much longer than it's supposed to on players; right now every single hit from a crippling blow stuns you for 1-2 seconds, when it's supposed to be much shorter, like a 0.1 second ministun
The crippling blow stun is lasting 3 seconds.

It also seems that all stuns have a minimum duration of 1 second, because even the enchanter nukes that have a correct stun duration of 1 millisecond in the p99 spell file are also stunning for 1 second.

Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
warrior's precision gives you 100% hitrate for like.. 3 minutes? that is insanely retarded, especially in pve where with it warriors are able to outdamage rogues. it's supposed to increase your offense skill or something like that which buffs your hitrate, not make it a flat 100% chance to hit
It's still possible to miss, but it puts the warrior well above the 90% ceiling on hit, which I don't think should be possible for anything but the guaranteed hit discs.
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Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
none of the monk disciplines that affect special attacks do anything at all, like thunderkick, silentfist, ashenhand
From a thread about monk discs on monkly business:
Quote:
Silentfist has nearly always stunned the target when i've used it, excepting ubermobs. I have yet to see it do appreciably different damage than dragon punch normally does.

Ashenhand has done 299 and 279 damage respectively, the two times I've used it since I dinged yesterday.

Oh, ding 60
No mention of stun duration but probably same as a bash.
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  #10  
Old 10-21-2014, 02:47 PM
Haynar Haynar is offline
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Archery was adjusted to remove a damage penalty. Those changes are on beta.

I think it also had another factor in play that made throwing better. So I moved archery to the same model as throwing, which should put them more on par with each other.

H
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