Project 1999

Go Back   Project 1999 > Server Issues > PvP Bugs

Reply
 
Thread Tools Display Modes
  #431  
Old 10-04-2014, 05:48 PM
Potus Potus is offline
Planar Protector

Potus's Avatar

Join Date: Mar 2011
Posts: 1,783
Default

Time to dig my Cloak of the Ice Bear out of storage.
Reply With Quote
  #432  
Old 10-04-2014, 06:01 PM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Its gonna be adjusted up some. Whats on beta is using a max out at around 125. However, I am using the pvpresistbase value instead of the normal resist adjust. That lets me customize resist adjusts better.

Draught if Ice i think had a +22 modifier. Sunstrike +12. Most roots/mez are +50. I also set it to cap resist at 95% for most spells.

The 3 times resist debuff is too much. So dropping it either to 2x or altogether.

With the +50 for root, I was thinking max it at 95% resists around 90 or 100 actual magic resist is better.

So still trying to get it a bit better.

H
__________________
Haynar <Millennial Snowflake Utopia>
Reply With Quote
  #433  
Old 10-05-2014, 12:11 AM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,145
Default

Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Draught if Ice i think had a +22 modifier. Sunstrike +12. Most roots/mez are +50.
can you explain what this means to those of us who aren't knowledgeable about the code?

i think the current way the resist code works on beta for these direct damage nukes is pretty similar to the idea of a "classic" ruleset
Reply With Quote
  #434  
Old 10-05-2014, 02:03 AM
Technique Technique is offline
Sarnak


Join Date: Jun 2013
Posts: 451
Default

It's from EQ Live's resist system. Pvpresistbase is the modified resist value a target has versus a particular spell (in addition to resists from gear/buffs) cast by a player of equal level. So in the case of Sunstrike, a L60 target effectively has another 12 FR.
Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
The 3 times resist debuff is too much. So dropping it either to 2x or altogether.
I'd think most people could agree that even someone capped at 255 MR, if double-debuffed by tash and malo, should at least be in some danger of getting rooted, snared, stunned, etc. With 2x debuffs, that's -78 from tash and -90 from malo, reducing them to 87 MR.

As it stands now on r99 (assuming Alecta's linear function for roots), 87 MR would grant a 68% chance to resist a zero resist adjust root (e.g. fetter).

As for the 95% resist cap, this was set to 98% by Alecta a year ago
Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Alecta: [PvP] The maximum resist chance is now configurable without a patch and has been set to 98%, up from 95%.
based on this:
Quote:
AUGUST 11, 2004

PvP Changes.

* Spells now have a minimum chance of landing of 5%, up from 2%.

http://www.tski.co.jp/baldio/patch/20040811.html
I don't know of any contrary evidence that supports 95%.
Last edited by Technique; 10-05-2014 at 02:23 AM..
Reply With Quote
  #435  
Old 10-05-2014, 09:33 PM
Potus Potus is offline
Planar Protector

Potus's Avatar

Join Date: Mar 2011
Posts: 1,783
Default

Getting hit with Tash and Malo usually got you mez/stun/root/blinded on Live. Would be cool to see Shaman/Enc duos wrecking people.
Reply With Quote
  #436  
Old 10-09-2014, 03:04 PM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,145
Default

just tested this velious beta change in pvp:
You can now be stunned by kick/bash while invulerable.

had a 60 warrior /duel a 60 cleric in the great divide, had the cleric cast both divine aura and divine barrier and run, every single kick attempt by the warrior did nothing to the cleric

when the cleric was no longer invulnerable, his kicks stunned him as normal

tldr kicks/bashes don't stun invulnerable people on the velious beta in pvp
Last edited by Colgate; 10-09-2014 at 05:41 PM..
Reply With Quote
  #437  
Old 10-09-2014, 03:41 PM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Ok. Will look at the kick/bash stun. Might have missed getting patched or something. Thanks.
__________________
Haynar <Millennial Snowflake Utopia>
Reply With Quote
  #438  
Old 10-10-2014, 09:49 AM
Mac Drettj Mac Drettj is offline
Banned


Join Date: May 2014
Posts: 2,011
Default

http://everquest.allakhazam.com/db/r...tml?spell=1577

Malosini:

pvpresistbase -62
pvpresistcalc 135 pvpresistcap -81

Can you help me to understand these numbers?

pvpresistbase -62 means it should be real easy to land, right? In my experience Malosini has a difficult time landing on buffed targets. How do these other numbers factor into the resist chance?
Reply With Quote
  #439  
Old 10-10-2014, 11:09 AM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

Not using the calc or cap. The base is used like a resist adjust. So at -62, if you had 150 MR, would treat it like you had 88 MR. This allows customizing specific spells easier.

H
__________________
Haynar <Millennial Snowflake Utopia>
Reply With Quote
  #440  
Old 10-19-2014, 01:22 AM
Sear Sear is offline
Sarnak


Join Date: Mar 2013
Posts: 259
Default

I consistently take full fire DDs on the regular despite having anywhere from 70 to 110 FR.

In fighting two Wizards around my level (pvp happened) I took 4 full Ice Comets (that's 750 a pop) and the only nuke I got a minor partial resist on a fire torrent. Out of 7 nukes combined, I resisted less than 5% of the total damage.

My resists aren't stellar, but they aren't bad since I have invested in it. I also did not interrupt spellcasting once with melee hits. I realize one fight isn't an accurate sample size, but this is pretty much the same resist rate every time. Serious question: as it stands currently, is it even worth buying or using FR/CR gear here?

Also, you can't melee people higher/lower on the z-axis here. On live you could melee people regardless of z-axis distance. The way it is here means people using levitate have a pretty massive advantage in outdoor pvp.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:15 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.