Project 1999

Go Back   Project 1999 > Server Issues > PvP Bugs

Reply
 
Thread Tools Display Modes
  #471  
Old 10-22-2014, 02:08 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

You're a saint. Keep riding this immersion wave and we'll have a stunning pvp server.
Reply With Quote
  #472  
Old 10-22-2014, 06:31 PM
Pudge Pudge is offline
Planar Protector

Pudge's Avatar

Join Date: Mar 2011
Posts: 1,523
Default

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.
__________________
Quote:
Originally Posted by heartbrand View Post
Beware of this poster, he makes unsubstantiated claims and attacks on people
Reply With Quote
  #473  
Old 10-22-2014, 06:56 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

Quote:
These were used to reliably interrupt other ppl casting.
100+MR? nope
Reply With Quote
  #474  
Old 10-22-2014, 07:10 PM
Colgate Colgate is offline
Banned


Join Date: Mar 2013
Posts: 6,145
Default

pudge is arguing for a 2% chance to land a root so that it adds more to the game

but when there's a 2% chance to land a root, NO ONE casts root

why are you even arguing that? nothing will change other than the one-in-a-million chance that i'm pvping and an earth pet root lands on me
Reply With Quote
  #475  
Old 10-22-2014, 07:57 PM
Pudge Pudge is offline
Planar Protector

Pudge's Avatar

Join Date: Mar 2011
Posts: 1,523
Default

It's true it's not a big difference. But why make it impossible?

Heh thinking about it.. actually giving 2% could be a detriment to some casters, because they'll be casting it and trying to fight rather than simply strafe running to a zone line

I just don't see the reason to completely remove these over allowing that 2% possibility that they provide utility. On classic it was 5%, I think even haynar posted evidence of this some pages back in this thread.

I just don't want to see casters gimped so hard in velious I guess. If this were classic Norrath I'd be all for this level of spell resistance
__________________
Quote:
Originally Posted by heartbrand View Post
Beware of this poster, he makes unsubstantiated claims and attacks on people
Reply With Quote
  #476  
Old 10-22-2014, 08:42 PM
Technique Technique is offline
Sarnak


Join Date: Jun 2013
Posts: 451
Default

Quote:
Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
I just don't see the reason to completely remove these over allowing that 2% possibility that they provide utility. On classic it was 5%, I think even haynar posted evidence of this some pages back in this thread.
Quoting myself here
Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
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%.
Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
but when there's a 2% chance to land a root, NO ONE casts root
So if that's the case already then there's no need to make a non-classic change to reduce it to 0%.

Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
100+MR? nope
Resisting enchanter's chaotic feedback at 100+ MR? Nope:
Quote:
CF hits pretty regularly even if you have 350 magic resist.
http://www.therunes.net/forums/viewt...hp?f=39&t=5942
Quote:
I can usually land chaotic feedback on pc's with 450+ mr, it stops spellcasting and spells
http://www.therunes.net/forums/viewtopic.php?f=39&t=898
Reply With Quote
  #477  
Old 10-25-2014, 06:18 PM
Mac Drettj Mac Drettj is offline
Banned


Join Date: May 2014
Posts: 2,011
Default

Yeah we should prob get a separate thread going to help H with all the specialty unresistable interrupt types, i.e, chaotic feedback, shock of steel or w/e for mage, shock of lightening
Reply With Quote
  #478  
Old 10-26-2014, 04:54 AM
Not Salem Not Salem is offline
Sarnak


Join Date: Apr 2014
Posts: 472
Default

Root could still be used by casters on mobs! that happens in real EQ PVP - (mobs you were fighting before pvp happened, spawned during your pvp, or you ran into while running around trying to avoid your head being cut off, ...). Unless the mobs get despawned, then yeah you will have a ton of spells you don't need and can't use.
Reply With Quote
  #479  
Old 10-26-2014, 01:07 PM
Bazia Bazia is offline
Banned


Join Date: May 2011
Posts: 4,152
Default

I think casters need more nerfs, lets just stroll pass rogues doing 1k damage in 4 secs without disc
Reply With Quote
  #480  
Old 10-31-2014, 02:17 AM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

I didn't say chaotic feedback or shock of lightning

I said STUNS

Like STUN from cleric

GOD
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 02:57 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.