Search found 113 matches
- Sat Dec 06, 2003 9:02 am
- Forum: T2 Ideas Archive
- Topic: Thoughts to improve warriors survival rate
- Replies: 10
- Views: 1920
I'm all for making spells like di/dm/energy shield/armor/bless/barkskin/etc etc be "stackable" in that they can be refreshed. Won't change much, but would fix some annoyances. Add levitate to the list, so we can make sure noone ever dies stupidly in crypts (is there any _other_ kind of crypts death?...
- Sat Dec 06, 2003 8:36 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Mobs Fumbling
- Replies: 13
- Views: 2890
On a related note, aggressive can kick in while you are casting. Not that I'm complaining, but I think its all sorta related....and I riposte all the time while casting, so can vouch for that. But don't fix it, it's kinda fun the way it is..:) And agree with stamm as to the original post, fumbling f...
- Wed Dec 03, 2003 4:29 am
- Forum: General Discussion Archive
- Topic: Why do you play what you play?
- Replies: 24
- Views: 5107
- Tue Dec 02, 2003 6:44 am
- Forum: Object Changes
- Topic: Hulburg Changes!
- Replies: 46
- Views: 30476
- Wed Nov 19, 2003 4:17 am
- Forum: T2 Ideas Archive
- Topic: switches targets
- Replies: 36
- Views: 7666
Think about how many new warriors get told they suck and go download a rescue trigger? This would make it a lot easier for you to human rescue without being able to scan 1.5k chars / second and recognize stands here fighting YOUR ENCHANTER. Most of us 5+ year players have had thousands of hours of ...
- Wed Nov 19, 2003 4:07 am
- Forum: Object Changes
- Topic: Downgrade SPOB
- Replies: 157
- Views: 77267
The only dangerous fight in spob, (pre-changes) was the yig fight due to 2 stabbers and 2 !bash mages and the fact they all track. So it was all luck on whether people get stabbed or not or if the silences land on the casters. That's it. I agree, the final fight in spob is very easy, even if you do...
- Tue Nov 18, 2003 5:33 am
- Forum: T2 Ideas Archive
- Topic: The good old days weren't all that good.
- Replies: 24
- Views: 4711
I think we should implement a new max_ac flag for equipment. Another stat to differentiate eq, and if it actually helped a lot warriors would probably appreciate it. And it seems like it would be a quick and easy solution, rather than re-working the whole system (which is better in the long run, but...
- Tue Nov 18, 2003 5:26 am
- Forum: T2 Ideas Archive
- Topic: Rescue
- Replies: 41
- Views: 9085
Good rescuers (whether machine-code or brain-coded) will try a rescue when any of the following happens: 1) You get switched to 2) You get hit (bit/whipped/bashed/etc..) 3) They happen to see you tanking a mob in the room. 4) You are in the 'tank' part of the status line Doing this well, especially ...
- Fri Nov 14, 2003 3:40 am
- Forum: Object Changes
- Topic: Effect of Object Changes:
- Replies: 42
- Views: 31904
Chanter: Lost around 120 hps, after moving eq around. Lost protl. Saves stayed pretty much the same, overall, but thats cause I didn't wear much in the way of saves. Also lost a TON of AC, because of silver bands and shroud dgs. Have died more than normal recently, and also I've suddenly become the ...
- Thu Nov 13, 2003 12:14 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Balance!
- Replies: 76
- Views: 14462
For those occasions where a mob is actually wielding the weapon, raising the dice would indeed cause a sizable increase in damage. Right. But if I remember from my area-creation messing-around days, mobs just get a ton of bonus damage that is just plain specified in the .mob file, and isn't based o...
- Wed Nov 12, 2003 6:38 am
- Forum: Object Changes
- Topic: Quest point system
- Replies: 10
- Views: 3539
Glad its being looked into Savras. One thing to consider. If you have a zone, lets call it zone A, that is worth 100 points. Then you have another zone, lets call it zone B, that is just zone A with a connecting passage to a duplicate of zone A, how many points is that worth? Is it worth 200 points?...
- Wed Nov 12, 2003 6:31 am
- Forum: T2 Ideas Archive
- Topic: "Enhancing" innate stats at Guildmaster.
- Replies: 36
- Views: 7223
- Wed Nov 12, 2003 6:23 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Balance!
- Replies: 76
- Views: 14462
Problem is that you would have to double the tank hps as well. This is the circular issue with just upping melee damage. If you increase melee damage and hit you then make the tanks get owned by melee mobs. Keep in mind that most casting mobs are also warrior classed. That is why it is easier just ...
- Wed Nov 12, 2003 6:05 am
- Forum: T2 Gameplay Discussion Archive
- Topic: ummm ya
- Replies: 6
- Views: 1713
Yeah, its just some flair. Gotta have at least 20 pieces of flair, right? (or was it more than that?) I'd say up the chance too, unless it actually does significant damage. Either way, its fun to see..:) Edit: Forgot to say, yes its just when you succeed at mountblock, no the mob wasn't fireshielded.
- Wed Nov 12, 2003 6:03 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Balance Melee?
- Replies: 153
- Views: 38888
Otherwise, play a warrior. Go roll one. Play it up till level 50. Then go tank a hard zone. Then, when blur runs out and you die from 1 shot through your -100 ac, 99 defensive skills, and 1400 hps, explain to me that its okay, because a mage studied really hard how to figure out how to cast dragons...
- Mon Nov 10, 2003 6:41 am
- Forum: Object Changes
- Topic: Quest point system
- Replies: 10
- Views: 3539
Quest point system
Making some assumptions here: 1) The amount of points used in a quest is on a diminishing point scale. So you get full points for the highest-point item, less points for the next, etc. 2) The amount of points used as items get nicer is on an exponentially increasing system. So 2 damage is worth a lo...
- Mon Nov 10, 2003 6:28 am
- Forum: Object Changes
- Topic: black eyepatch emblazoned with lightning bolts
- Replies: 19
- Views: 12418
I think he should be riding two dragons (one under each foot). Maybe have a couple dragons sitting on his shoulders too. The main issue I think is that the eyepatch just looks so damn awesome, we hate to not be using it anymore. Make it ugly, like ttf or hurl-your-burg ugly, and noone would want to ...
- Mon Nov 10, 2003 6:04 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Balance!
- Replies: 76
- Views: 14462
Ok, so instead of halving area damage, how bout we double melee damage, and then double mob hps? You wouldn't be doing any less damage teyaha! If you aren't smart enough to figure out that its the same thing, you don't belong in this discussion. If you're still confused: Reducing mage damage = incre...
- Sun Nov 09, 2003 8:23 am
- Forum: Object Changes
- Topic: Toril. EQ and zones that have defined our existence
- Replies: 9
- Views: 2409
I completely agree. Invasions, in general, need to have massive extra points associated with them, enough to make them best-in-class items. Roots is such a unique zone, it'll just be ignored now, unless someone makes it part of a quest. CC is fun, but needs a difficulty upgrade if you want better st...
- Sun Nov 09, 2003 8:17 am
- Forum: Object Changes
- Topic: black eyepatch emblazoned with lightning bolts
- Replies: 19
- Views: 12418
Going through my bags after boltie got nerfed, I found a couple 2 damage eyepatches that have AC on them. Why in the world was bolts downed to 1 damage? It has 0 AC! 2 damage prot light isn't overbalancing. Or, someone put in a quest to turn a bolts into a super bolts, that looks the same but has 2-...
- Sun Nov 09, 2003 8:15 am
- Forum: Object Changes
- Topic: Conquest Armor/Helm
- Replies: 12
- Views: 3265
What were the original stats on conquest stuff? I only now reduced/nerfed version. The sad thing is, I was one item away from finishing this. Now I just won't bother. Maybe i'll trade in one of those piles of chlora scales I have lying around. Hell, or just keep the TF plate for the hitroll..:P Fix ...
- Sun Nov 09, 2003 8:08 am
- Forum: Logs
- Topic: Fun Hulburg fight take a look!
- Replies: 12
- Views: 2566
there's this thing called displace...try it Illusionist was MIA. The rate those things were hitting him, displace woulda been gone in a round anyway. I blame Crumar for not waiting for my blur before going in though. Well, and for not managing to dodge or parry or riposte enough of those attacks..:P
- Sun Nov 09, 2003 8:00 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Balance Melee?
- Replies: 153
- Views: 38888
I miss bigbys, but I miss swarm more. I was very sad when I found out that sorcs got split into two classes, I wouldn't mind them being put back together. But the vokers probably would mind..:P Back when all we had was stone, we had to work damn hard to keep the tanks stoned, cause it dropped so fas...
- Sun Nov 09, 2003 7:48 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Balance!
- Replies: 76
- Views: 14462
I agree with Corth. Drop caster damage in half across the board. Would make melee more useful, and zones more difficult (although longer...which isn't that great a result, unfortunately). Or if thats too much, maybe cut it by 1/3. This wouldn't be "goodbye invoker class", it would just mean you woul...
- Thu Oct 30, 2003 3:55 am
- Forum: T2 Ideas Archive
- Topic: Human gripes
- Replies: 32
- Views: 6024
Minor gripe: Humans at least used to be better warriors than halflings/elves/gnomes, but then people whined enough to get some extra agi effects for thos races, making them mostly better than 'umans. The truth is that for any given class, there will always be a better racial choice than human, and p...
- Wed Oct 29, 2003 12:27 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Tazrik's Frenzied Hound, Bugged?
- Replies: 3
- Views: 1336
The help file is wrong for this spell, it should read area of effect: <room>, not area of effect: <victim>. I guess the spell is flagged area for the sake of mobs becoming aggro to you, since it has the potential to actually attack them. The reasoning probably goes something like "If you saw someone...
- Thu Oct 16, 2003 9:00 pm
- Forum: T2 Gameplay Discussion Archive
- Topic: bal lightning
- Replies: 28
- Views: 5547
it does matter if you get 3 castings or 1. No, it doesn't. The average damage is exactly the same. Your numbers were correct, but misleading. To do the damage of X or higher isn't a valid way to look at probability. You are intentionally ignoring the bottom part of the curve, which is stupid. Once ...
- Wed Oct 15, 2003 5:49 pm
- Forum: T2 Gameplay Discussion Archive
- Topic: bal lightning
- Replies: 28
- Views: 5547
Numbers are slightly off because I used .33 and .66 <snip> In conclusion, the only thing good about force missiles is that there is a possibility of dealing some damage in the 0-2 hit range when compared to 0 lich touches. You made this way more complicated than it needs to be. In the long run, the...
- Tue Oct 14, 2003 8:29 am
- Forum: T2 Ideas Archive
- Topic: Charge Ability
- Replies: 6
- Views: 1982
Have you actually tracked your charge percentage, or was that 30% just a guess? Last time I checked, I was missing < 20% of the time. How does the percentage missing on charge compare with the miss rate on kick or shieldpunch, anyone? Charge is very powerful, if you use it correctly. With charge you...
- Tue Oct 14, 2003 8:14 am
- Forum: T2 Ideas Archive
- Topic: Minor Paladin EQ Thought
- Replies: 5
- Views: 1876
Good paladins usually don't need to worry much about the stone proc. If they're in a group with a decent chanter, they remove their weapon between battle, let stone drop, and get a nice fresh scale. Very rarely does the avenger stone proc beat me to re-scaling someone during a battle. Even on the of...
- Tue Oct 14, 2003 7:59 am
- Forum: T2 Gameplay Discussion Archive
- Topic: Warrior hitpoints
- Replies: 31
- Views: 8110
Different classes get different con notches. Rogue con notches might be closer than warrior con notches. A human mage, for instance, doesn't get jack for getting to 103 con. A human warrior gets a notch. Anyone done any tests with the various classes to see where the maxes are? I'm assuming they're ...
- Tue Sep 02, 2003 5:24 pm
- Forum: S3 Ideas Archive
- Topic: Ranger Ideas
- Replies: 48
- Views: 28928
Can we get this thread back on fixing rangers? We all know rangers need help, and anti pals are more balanced than rangers, although mainly through eq. Stop whining about how much it sucks to play a ranger, and start coming up with ideas for making them fun to play, AND useful in a group. So, on tha...
- Thu Aug 28, 2003 11:19 pm
- Forum: S3 Ideas Archive
- Topic: Ranger Ideas
- Replies: 48
- Views: 28928
- Thu Aug 28, 2003 9:38 pm
- Forum: S3 Ideas Archive
- Topic: Hide
- Replies: 22
- Views: 13607
- Thu Aug 28, 2003 9:30 pm
- Forum: S3 Ideas Archive
- Topic: Ranger Ideas
- Replies: 48
- Views: 28928
Always use averages, if you want to talk damage. 3d4 ave is: 7.5 8d4 ave is: 20 Ranger: 5 attacks at 7.5 + 45 = 262.5 (Antis get 3, not 4, attacks) Anti: 3 attacks at 20 + 58 = 234 Or 3 attacks at 20 + 50 = 210 But I agree, rangers should be able to outdo an anti by a bit more. Which, of course, the...
- Thu Aug 28, 2003 9:07 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Ice tongue problems
- Replies: 21
- Views: 14648
Irta: Our days of soloing behind us, eles need upgrades to damage to the point where groups consider having two elementalists in the group a good thing. Right now this never ever happens for any serious zone. This means lots and lots of downtime for active eles moreso then any other mage. Enchanters...
- Thu Aug 28, 2003 8:44 pm
- Forum: S3 Ideas Archive
- Topic: Hide
- Replies: 22
- Views: 13607
Casters have no right to complain about what melee classes can do. I mean i don't know any melee classes that can solo mobs lvl 50+ without alot of extras. <tease> I solo 55+ mobs with ease with my 50th anti pal. But that's because I get this cool poison skill, that lets me do really nifty stuff. T...
- Tue Aug 26, 2003 9:58 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: spob
- Replies: 114
- Views: 55658
Have I missed a bunch of sweet-ass mage gear from spob? I mean the slippers and robe are cool, but what else? If there is something at large or cracked level that is at the "best in game" level, it needs to be nerfed a bit. I'm fine with the heart rewards being "best in game"..so however many of tho...
- Mon Aug 25, 2003 11:31 pm
- Forum: S3 Ideas Archive
- Topic: Hide
- Replies: 22
- Views: 13607
I was thinking that sneak was more about moving silently, while hide was attempting to, well, hide. Like up in a tree, behind a crate, etc. Sneak is how you get between hiding places. So maybe make it so every movement is a chance to come out of hide? That might help. As it is, once a rogue knows th...
- Mon Aug 25, 2003 11:12 pm
- Forum: S3 General Discussion Archive
- Topic: Things you hate (Keep it civil and no mud stuff)
- Replies: 54
- Views: 33699
<vent> People who don't use their blinkers. Mean people. People who think their beliefs are true, because they believe them. Conservatives who don't believe in conservation. Liberals who care more about their ideals than the actual problems. People who think the world was made for them , when it was...
- Mon Aug 25, 2003 10:40 pm
- Forum: S3 Ideas Archive
- Topic: Hide
- Replies: 22
- Views: 13607
Hide
Fixing hide for illus was a good start. Now, fix it for rogues too. A rogue should not be able to walk around hidden. Moving should always break hide, for any hiding class. Being able to wander around hidden has made some zones far easier than intended, because so much can be skipped. Sure, they cou...
- Mon Aug 25, 2003 10:33 pm
- Forum: S3 Ideas Archive
- Topic: The Forgotten Melee Classes - Paladin, Anti-Paladins, Ranger
- Replies: 56
- Views: 31792
Re: Pals/Antis. Only problem with these classes are mounts. Fix mounts dying to areas/fleeing separately and you've made all mounted classes happy. No need to add extra spells to the already overworked clerics. Rangers: Damage should be on par with rogues. Rangers are backup tanks, and should also b...
- Mon Aug 18, 2003 9:23 pm
- Forum: S3 General Discussion Archive
- Topic: HB - TTF
- Replies: 59
- Views: 12496
08/17/03 Hulburg/TTF - These zones have been removed, though the eq that loads from them will NOT disappear. These zones have been removed because we no longer wish to host the work of their maker, for many reasons. This is sad, but unavoidable. yup, and if you have one, i suggest putting it on a c...
- Thu Aug 14, 2003 6:13 pm
- Forum: S3 Ideas Archive
- Topic: Upgrade mobs
- Replies: 12
- Views: 10744
I think there are some good ideas here. For many of us, zones have become too easy, unless the mobs have some good advantages. We need more mob procs that make people in the group work, and work hard, to stay alive. Procs that require most of the people in the group to be paying attention make for a...
- Thu Aug 14, 2003 5:48 pm
- Forum: S3 Ideas Archive
- Topic: Human int
- Replies: 70
- Views: 15761
Human mem times aren't that bad, if you're at 120 int. I gladly sacrifice hps for max_int, hps are overrated anyway. Only zone memming reeeaaally sucks in is spob..:P I knew ahead of time that I would be gaining extra mem time in order not to have some silly gnome name. So the relationship between m...
- Thu Aug 14, 2003 5:35 pm
- Forum: S3 Ideas Archive
- Topic: ...........is lying here, mortally wounded.
- Replies: 27
- Views: 16992
Its funny, I've actually tried dragging morted people out of battle before. It just never seems to work. Make it work! Yes, you should need consent. No, you shouldn't be able to consent someone while you're lying on the ground bleeding to death. Just another way for quick-thinking people to save the...
- Mon Aug 11, 2003 6:01 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Why can't we just play the game?
- Replies: 25
- Views: 6131
Its funny how the main people complaining about needing to keep doing exp at 50th are the chanters..:) I've been 50th for, well, for a long while. I'm at like 50% to 51. I hit 49 again recently, after dying twice without getting a ress, and had to go do exp for 10 hours to get a buffer again. I can'...
- Thu Feb 13, 2003 9:55 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: QUEST FIXES
- Replies: 49
- Views: 14581
Re: Coding
Mob loading by default already works that way, area creators just load stoppers so that the mob won't _ever_ load if it doesn't load the first time. No code needs to be changed to add interesting rare-loading schemes, its all there already. Newer zones tend to make use of the more interesting scheme...
- Thu Feb 13, 2003 5:08 am
- Forum: S3 Ideas Archive
- Topic: Warriors: Core Class or Bore Fast ?
- Replies: 55
- Views: 14781
Warrior skill proposal
Proposed Idea for a new warrior skill: Guard <pc> <mob> Attempts to protect the target from attacks, spells, and breath send from the named enemy. At high levels of skill can almost completely prevent switching to the guarded character, as well as taking up to 2/3 of the damage from spells and breat...
- Thu Feb 13, 2003 3:29 am
- Forum: S3 Gameplay Discussion Archive
- Topic: What's wrong with this picture?
- Replies: 4
- Views: 1815
What's wrong with this picture?
< 947h/947H 125v/125V > < > Casting: constriction ** Treladian makes a nice ballet step which plants a foot a mile above a vampiric warg's head. < 947h/947H 125v/125V > < > The skeletal knight shambles in from the east. < 947h/947H 125v/125V > < > Being the ferocious sort, you charge at the enemy! Y...