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#51
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Hahaha, I thought I was the only one who did this! I had the same problem on my Druid back in classic. Didn't have channeling trained for like 6 months. | |||
#52
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![]() Now that's classic.
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#53
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![]() "
------------------------------ October 8, 2001 ------------------------------ *** Item Changes *** - Increased the duration on Song of the Deep Seas (the proc on a bardic weapon) dramatically. - Modified the effect of Feast of Blood (weapon proc) it is now a DoT lifetap - Added a texture to Flayed Barbarian Skin Leggings. - Added Illusion: Barbarian to the Flayed Barbarian Hide Mask. *** Miscellaneous Changes *** - The last language used by your character will be stored in your eqclient.ini file when you log out. This means that if the last character you were playing was speaking Elvish, then when you log back in with any character, that character will be speaking Elvish if he can, otherwise it will be set to a default language (most often Common). *** Magic System Changes *** There is a more detailed explanation of these changes posted on our Developer's Corner. Please visit there for more details (either at www.everquest.com or http://boards.station.sony.com/ubb/everquest/cgi- bin/Ultimate.cgi). Here is a summary of the changes: - The level-based spell resistance bonus inherent in super-high level NPCs has been reduced significantly. - Several NPCs have had their resistances reduced. Each of them was examined carefully, and resistances changed as seemed appropriate. For some of these NPCs other things were changed as well to compensate for their increased susceptibility to spells, such as armor improvements or perhaps greater hit points, if needed for that NPC. - NPCs that were highly magic resistant in order to make them immune to certain spells can now be given specific immunity to those spells. This means that they can be made immune to critical spells, as intended, and still be generally less resistant to magic. Players will receive a message similar to the one that is already given for Mesmerization spells when they cast a spell on an NPC that it is specifically immune to. IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune to spells that they were not already immune to. Many NPCs that were previously immune to spells due to their high innate resistance to magic have had that resistance reduced and specific immunities added. So if you see an immunity message after attempting to cast a spell on an NPC that you hadn't seen such a message from before, understand that the NPC was already immune to that spell before due to high resistances, and the only difference is that it now has lower resistances in general and specific spell immunity (which is why you are seeing the message). " This is the only patch note I could find that refers to any magic resist changes. Pre-luclin and I believe it is within P99's timeline regardless, so even if somehow the "classic" magic resist code could gleamed from the dark corners of the web, it would have no affect on the blue server. It might affect the green server. However, it's very unlikely anyone can figure what the Magic resist code was before the changes. Anecdotal information is highly unreliable and mostly too vague to be helpful. Unless some uber nerd has log files or a video recording of the actual resist amounts on each mob, it most likely will remain as is. | ||
#54
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![]() Also, the evidence required for making a major change like this would have to be huge and definitive. It's one thing to ask for adding a missing NPC from zone, not a huge deal, very little evidence is needed for that. Making a major game mechanics change requires huge amounts of definitive evidence to support it. By definitive, I don't mean repeated anecdotal stories, I mean actual in game data.
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#55
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__________________
< Knights Who Say Ni >
Qeynos questing and leveling (all quests nerfed) | Off the beaten path 24-40. | |||
#56
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Bigger things than channelling, such as mitigation, have been given that treatment. It is unreasonable to expect a perfect recreation of these unknowns. Don’t let perfect be the enemy of the good. Move things closer to how classic seemed even if imperfect.
__________________
Gorgen (Blue) - Agnostic Troll Warrior of the XXX Dung | |||
#57
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#58
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![]() Are you agreeing with me? As the mitigation data didn’t include what the tanks were wearing or the attack values of mobs. And the solution landed on was actually decidedly non classic - especially in terms of caps and returns - because an un-classic model using the mob stats we have gave closer results to classic data than using exact classic mechanics (as all mobs would have needed a revamp to adjust their melee stats to fit the classic formula).
This is why I use mitigation as my key example - it is purposely unclassic in actual mechanics in order to give closer to classic results (than what it was previously). You may be right that they’ve got the spells issues into the window of ‘close enough’ too.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXX Dung | ||
#59
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I honestly think that at this points the term classic is meaningless, because no one has anything to accurately compare it to. The original game does not exist anymore. How does anyone know for certainty that the P99 devs didn't get 100% right on this or wrong on other things etc. | |||
Last edited by long.liam; 05-15-2023 at 03:59 AM..
Reason: Additional comments
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#60
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![]() Oh yea, my position is as ethereal as the reality of ‘classic’ itself. Certainly I originally reposted this classic comment from casters realm as it does go against a certain narrative on the forum that charm was basically unused back in 1999 - the post clearly showed it worked at some level.
I do concede that implementation here is unlikely perfect BUT I do think it is functionally sufficient. There are certainly things I’d place at a higher priority (particularly getting newbie yards working classically - making it impossible to spawn camp and making it so newbie yards are full of mobs when overcamped but not overfull of mobs when undercamped). Honestly fixing newbie yards would be my #1 desire preceding green 2.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXX Dung | ||
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