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  #51  
Old 04-01-2011, 02:43 PM
Bombfist Bombfist is offline
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Does anybody here have an enchanter / mage so we can test whirl and bolts please.
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go hang yourself.
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NOBODY IS ALLOWED TO ROOT, LETS DUEL, NO ROOTS, I GET TO START ON 100% HP AND YOU ON 50% BECAUSE YOU HIT HARDER THAN ME.
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  #52  
Old 04-01-2011, 03:45 PM
Misto Misto is offline
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yes. <- mage

go hang yourself

Edit: With 70% more love
  #53  
Old 04-01-2011, 03:47 PM
Bombfist Bombfist is offline
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I'm 70% more aroused.
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go hang yourself.
Quote:
Originally Posted by wehrmacht View Post
NOBODY IS ALLOWED TO ROOT, LETS DUEL, NO ROOTS, I GET TO START ON 100% HP AND YOU ON 50% BECAUSE YOU HIT HARDER THAN ME.
Quote:
<cc0> Bombfist: I hear chicks want to do you based on the power of your voice alone
<cc0> respect
Bombfist The Lizard King: Bringing Basketball to Degenerate Trolls since 1999
  #54  
Old 04-01-2011, 05:42 PM
Bombfist Bombfist is offline
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Minor MR testing done, updated - we need some characters to test with, willing to put the work in but access without me levelling up 10 characters is very limited.
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Quote:
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go hang yourself.
Quote:
Originally Posted by wehrmacht View Post
NOBODY IS ALLOWED TO ROOT, LETS DUEL, NO ROOTS, I GET TO START ON 100% HP AND YOU ON 50% BECAUSE YOU HIT HARDER THAN ME.
Quote:
<cc0> Bombfist: I hear chicks want to do you based on the power of your voice alone
<cc0> respect
Bombfist The Lizard King: Bringing Basketball to Degenerate Trolls since 1999
  #55  
Old 04-01-2011, 08:29 PM
Bombfist Bombfist is offline
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Tested all resist schools on VZ/TZ - as a cross reference if anything, all schools of magic seem to have the same resist with that code, with root a slightly higher MR check with 72% resist chance.
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Quote:
Originally Posted by Misto View Post
go hang yourself.
Quote:
Originally Posted by wehrmacht View Post
NOBODY IS ALLOWED TO ROOT, LETS DUEL, NO ROOTS, I GET TO START ON 100% HP AND YOU ON 50% BECAUSE YOU HIT HARDER THAN ME.
Quote:
<cc0> Bombfist: I hear chicks want to do you based on the power of your voice alone
<cc0> respect
Bombfist The Lizard King: Bringing Basketball to Degenerate Trolls since 1999
  #56  
Old 04-02-2011, 02:23 AM
Isidro Isidro is offline
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So I had some free time today. I pulled up the patch archive and put all the pvp changes that have happened up to OoW together. I did it up to OoW expansion because that's what Titanium goes up to and it seems like most of those patches are in effect on P99. I'll post the changes here so people can see them. Inc wall of text.

Quote:
September 13, 1999

PVP Changes:
- In order to make PVP combat between spellcasters and melee types more
viable some changes to PVP spell effects have been made. All damage
spells cast in PVP combat will do less damage to the PC than the same
spell would do to an NPC. When a PC is under the effect of a root-type
spell there is a 20% chance that they will break free when a direct
damage spell is cast upon them.

September 28, 1999

- Pet damage inflicted during PvP combat has been slightly reduced.

December 21, 1999

- In addition, it is now possible to cast Cancel Magic on non-grouped
players on the PvP and PvP-teams servers.

February 3, 2000 8:00 am

*PvP-Teams Change*

Customers on the PvP-Teams servers have been plagued by a tactic known
as "Bind Rushing". Casters would bind themselves in a hostile area or
dungeon, and attack everyone of an opposing race in the area. Sooner or
later the caster would die. They would then respawn, memorize a few
spells, then jump back in to attack their wounded opponents.

As a first step in combating this practice and improving life for those
on the PvP-Servers, casters will now respawn with zero mana after being
killed by another player in a duel or open combat.

This code is new for those on Tallon and Vallon Zek. It has been in
place for some time on Rallos Zek and works very well there.

February 23, 2000

- Being killed by another player in a duel will now cause you to re-
spawn with zero mana.

March 29, 2000

- Area Effect "Fear" spells will no longer work in PvP. This affects a
bard song, as well as the Cleric "Wave of Fear" spell.

February 21, 2001 3:00 am

- Due to the recent improvements to "Harmtouch", it is doing much
more damage than it would before and unbalances PvP. As such it will
now do less damage in PvP (68% of PvE, down from 80%). In addition,
Shadowknights on the PvP servers were routinely killing themselves via
non-XP losing means and attacking other players with Harmtouch
immediately upon respawn. In order to address this situation, Harmtouch
is no longer automatically "recharged" by death on the PvP Servers.

May 8, 2001 3:00 am

** PvP changes **

We have made the first of our upcoming changes to the PvP aspects of
EverQuest:

- Consider: /Consider will only have three results when used to
consider a Player Character. The character will show as 'green' if he
is below the range that allows you to attack him. The character will
show as 'white/black' if he is within your ability to attack. And the
character will show as 'red' if he is above your range. This will only
take effect on PvP servers.

- Sanctuary Levels: Characters below level six will not be able to
engage in PvP combat, unless they take part in a Guild War, duel or use
the Arena. This will, obviously, only take place on PvP servers.

- De-Leveling: Characters that lose levels will only retain the combat
skills of a character two levels higher. This means that if a character
of level 10 somehow loses 5 levels, that character will only have
skills that would be available to a 7th level character. This change
will apply to all servers (it has to, code-wise). So the two level
buffer is there to make certain that people that lose levels during
normal gameplay will be minimally affected (hopefully not affected at
all), while those that purposefully lose levels with the intent of
causing other players grief will find themselves at no great advantage.

May 31, 2001 2:00 am

- Resist-debuffs will do 1.5 times their normal value for PvP
encounters. In other words, if the spell did -60MR in PvP before, it
does -90MR in PvP now. PvE (combat versus NPCs) remains unaffected.
- Faction-loss for PvP kills on Vallon and Tallon now only occur
against factions within the hometown of the person killed. In other
words, if you kill an Erudite in Erudin, you will only lose faction
with the factions in Erudin, not the factions in Paineel.
- Turning in the Tomb of Order and Discord will have no effect on
Vallon and Tallon.
- On all PvP servers, only the person who gets the killing-blow in PvP
combat will have looting rights. We would prefer to implement some sort
of "majority damage" logic however this should solve most of the issues
associated with uninvolved players "ninja-looting" the loser in PvP
encounters.

June 27, 2001 3:00 am

** PvP Changes **

- If you go link dead on a PvP server and are killed you can still be
looted.

- When a player becomes invisible (or hides successfully) every other
player that had them targeted will lose their target. This is true for
all servers, but has the greatest implications on PvP servers. The use
of spells that allow you to see through invisibility will prevent you
from losing your target if that target hides or goes invisible.

- Faction hits on Rallos Zek: Killing a person in one of his or her
home cities will cause a faction hit with residents of that city.

July 24, 2001 3:00 am

** Changes to Sullon Zek **

- There are no faction hits for killing half-elves in any city.
- If an Erudite of Paineel is killed in Paineel the killer takes a
faction hit (existing rule).
- If an Erudite of Erudin is killed in Erudin the killer takes a
faction hit (new rule).
- Bards can't cast harmful spells on boats.
- If a character kills a higher level character, the higher level
character will always lose experience. This is in addition to the fact
that any player killed within the + or - 5 level range will lose
experience.
- Goods and Neutrals will now be able to turn in Greater Insignias for
a Magician only summon corpse potion usable only at levels over 45th.
- Characters under level 6 will no longer be immune to PvP in many
adventure zones. Players will be notified when they enter such zones.

August 15, 2001 3:00 am

** Sullon Zek Changes **

- Changed the way resists are calculated when a Player Character casts
a spell on another Player Character on Sullon Zek. Resist modifiers
based on level will now be more smoothly distributed and will allow
lower level characters a slightly better chance to land spells on
higher level characters. At the same time giving lower level characters
a slightly better chance to resist spells cast on them by higher level
characters.
- Characters below 6th level cannot be pick pocketed in any zone.
- Guards have a better chance of aggro'ing a rogue that fails at
picking pockets near guards.

November 7, 2001

** PvP Server Related **

- Guards, when seeing PCs in combat, will now attack the one that they
like the least (the one with the lowest appropriate faction). If all
the PCs involved are highly regarded (have very high faction) the
guards will allow them to resolve their own issues without interfering.

- Guards should also refrain from attacking PCs that are attacked by
pets of any sort.

- Sullon Zek now has an across the board experience bonus of 20%, and
the experience loss on all deaths on Sullon Zek is now 50% less.

December 4, 2001 6:00 am

** PvP Changes **

- PVP looting will now display to the group.

- Empty corpses will no longer disappear when looted by an enemy
player, they will decay at the normal rate for empty corpses.

- Guards in 'guard zones', such as cities, will continue to protect
characters that they find the least offensive (the one with the highest
faction). But guards in outdoor zones will be less likely to join in a
fight. They will only come to the aid of people that they like.
Otherwise they will not get involved in PvP combat.

- Etched Peridot of Nature will be removed from all locations,
including those held by players on their characters or in their banks.
This item was not intended to be available until Shadows of Luclin went
live, and then only in Luclin zones.

December 10, 2001 3:00 am

- AoE fear spells will no longer work versus players on PvP Servers.

January 23, 2002 3:00 am

** PvP **

- It is no longer possible to bandage others of the opposing deity team
on Sullon Zek

July 24, 2002

** PvP **

- Fixed a bug on Tallon and Vallon Zek that made player characters in
non-human illusions immune to ranged attacks.
- It is no longer possible for PC's to fear other PC's at all on any
server. The same was also done for charm.
- Pets can no longer be affected by charm spells. This should fix the
issue that caused charm spells to make pets disappear.
- NPCs who are pets of players and call for help from other NPCs will
have their cries fall on deaf ears.

September 26, 2002 3:00 am

** PvP Servers and Gameplay **

- The recent resist changes have been adjusted for PvP. They will not
be exactly as they were prior to the resist change, but they should be
reasonable now. Please let us know if you feel they need further
adjustment.
- Player characters will no longer lose experience in the Arena areas
on the Sullon Zek server.
- A player character can no longer tell his pet to attack another
player's horse when not on a PvP area or in a duel.
- Kael, Skyshrine, and Thurgadin on Sullon Zek no longer have the
newbie protection code active.
- Players should once again be able to use level-restricted clickable
buffs on the Sullon Zek server.

February 4, 2003

** PvP **

- Fixed a bug with Root and Snare spells that prevented the target
player character from being affected until they zoned.
- Fixed a bug with mesmerization spells being unbreakable by normal
means.

April 8, 2003 3:00 am

** PvP **

- If a player is moving when using archery against a PvP target, they
have a reduced chance to hit their target.
- Archery in Player vs. Player combat in now reduced to 66% damage.
- Direct Damage spells in Player vs. Player combat can only do up to
75% damage of the target's maximum hit points in a single hit. This
modification is done before resists are taken into account. For
example, if a player has 1000 hit points when fully healed, no single
direct damage spell will do more than 750 damage to him in a single
hit.

August 11, 2004


PvP Changes
- Melee attacks have a 50% increased range. This does not affect thrown
weapons or archery.
- All safe zones have been removed save Shadowrest and the Bazaar.
- The maximum damage any one spell can do is now capped at 40% of the
target’s total hit points, down from 75%.
- Archery damage has been increased to 80% of its base damage in PvP,
up from 66%.
- Being stunned while on a horse will now cause the horse to disappear.
This only applies to stuns caused by other players.
- Lowered player melee mitigation, effectively lowering Armor Class by
20%. This will increase the damage potential of melee weapons in PvP.
Originally the targets full armor class was considered.
- Player spells now have a separate duration field for PvP. Individual spells will continue to be tuned during beta.
- Player spells now have a PvP specific resist mod. Spell lines with
resist mods differing from their normal adjusts initially include:
Movement Rate
Root
Enthrall
Mana Drain
Stuns
Direct Damage
Damage over Time
Pet procs/innates
- Added higher level snare spells for rangers/druids with increased
resists mods. This should allow them to land snare spells with similar
frequency to other snare spells. These spells are available on the PvP
merchants for 1 point each.
- Necro and Mage pets have had their PvP resists increased to closer
match the existing Beastlord pet resists.
- Lowered the duration of most snare, Enthrall, and Root spells and
abilities.
- Berserker snare is no longer unresistable.
- Added a set of pumice stones to the PvP merchants that will cast
various forms of dispel magic with a 1.5 second cast, 12 second cast
time.
- Arena deaths will now place you at your bind point, and not in
shadowrest.
- PvP Resurrection effects now last 5 minutes + 1 minute/negative
vitality point. The Max duration is now 15 minutes instead of 25.
- Made further changes to prevent hill ghosting. Please test this and
give feedback.
- Ranged weapons are no longer restricted by the Z axis, allowing
greater freedom of use on varied terrain.
- Snare will now properly slow mounts. The mount will still be faster
then normal running while snared, but will considerably decrease their
movement rate.
- Spells now have a minimum chance of landing of 5%, up from 2%.
- Water will no longer cause you to be immune to people outside of
water and vice versa.
- Zoning with low health will no longer set your hit points equal to
the amount of +HP gear you are wearing.
- Players killed in PvP combat will now spawn in Shadowrest with full
equipment. A naked corpse will remain in the location they died for 3
hours. Note that this effectively removes item loot from Rallos Zek.
With the addition of no drop augments it became rather trivial to
effectively remove item loot from the server anyway, and we felt the
benefits of the new death system outweigh the benefits of an item loot
system.
- Players who are killed in PvP combat will respawn with special
resurrection effects on them. The duration of these effects is variable
dependant on how frequently they die.
- Summon Corpse Potions are now usable by any class/race.
My eyes are pretty tired right now but there are a handful of things that would obviously need to be changed if your aim is for the pvp on p99 to be as close to classic as possible.

A few examples:
- HT should do 80% of the dmg it does in PvE (it might already, i have no way to check)
- Players should be able to fear and charm other PCs in a PvP setting.
- Charming another player's pet should cause it to poof.
- There should be no cap for the % of a targets health that DD spells do. (have to check, but I'm pretty sure there is a cap on p99)
- Melee hitboxes probably need to be reduced, they seem extra big so I'm guessing the 50% increase patch is in effect on p99.

I'll stop there for now. Some feedback from the devs would be nice as I don't know if this is the type of info you are looking for.
Last edited by Isidro; 04-02-2011 at 02:27 AM..
  #57  
Old 04-03-2011, 07:13 PM
Bombfist Bombfist is offline
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Not much more i can test without input on what is actually needed/wanted.

We have a coder in Null, interested in this project, who has all of the source from box 2.0, where alot of the community agree the resists were close to what people want.

Null is probably the best coder vz/tz ever saw, and alot will agree it's nice to have his interest in things, we will just have to see where things progress from here.
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go hang yourself.
Quote:
Originally Posted by wehrmacht View Post
NOBODY IS ALLOWED TO ROOT, LETS DUEL, NO ROOTS, I GET TO START ON 100% HP AND YOU ON 50% BECAUSE YOU HIT HARDER THAN ME.
Quote:
<cc0> Bombfist: I hear chicks want to do you based on the power of your voice alone
<cc0> respect
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  #58  
Old 04-03-2011, 07:34 PM
Terpuntine Terpuntine is offline
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Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
Not much more i can test without input on what is actually needed/wanted.

We have a coder in Null, interested in this project, who has all of the source from box 2.0, where alot of the community agree the resists were close to what people want.

Null is probably the best coder vz/tz ever saw, and alot will agree it's nice to have his interest in things, we will just have to see where things progress from here.
Agreed, Null was easily one of the best the server ever had. If Null was on board with the new project big things would happen for certain.

*Fingers Crossed*
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  #59  
Old 04-03-2011, 07:39 PM
Foxx Foxx is offline
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null is deffinetly great, and would be great for any server to have him on there side. Bein optimistic with this post and news that Null is interested in helping the out with a future pvp server.

im with terp on this one and crossing my fingers, hoping to hear soon if there is a future or not in emu pvp
  #60  
Old 04-03-2011, 07:48 PM
wehrmacht wehrmacht is offline
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Quote:
Originally Posted by Bombfist [You must be logged in to view images. Log in or Register.]
where alot of the community agree the resists were close to what people want.
Bullshit, put up a poll about it.

"What resists would you rather have"

1) Resist root 99% of the time with 100-120 MR like normal EQ live during this era but different resists for damage spells

or

2) Resist root 52% of the time with 125MR like TZVZ

Warriors could crippling blow for 1000 damage with an exe axe on TZVZ for a while because Daxum added it. How much stupid TZVZ stuff do you want to add?
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