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View Full Version : FG nerfed?


09-04-2002, 11:42 AM
Is it me or are spells harder to resist and slow lasts longer?


<font face=verdena>Leorny Nukite, Grandmaster

Nilenya, Phantasmist
Gwynet Woodsister, Hierophant

Sylina Uthmatar, 44 Shadowknight

Valiant Elite, Druzzil-Ro</font></p>

09-04-2002, 11:46 AM
They changed the way resist system working...


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09-04-2002, 11:48 AM
Ok, but why is slow lasting longer then? sigh


<font face=verdena>Leorny Nukite, Grandmaster

Nilenya, Phantasmist
Gwynet Woodsister, Hierophant

Sylina Uthmatar, 44 Shadowknight

Valiant Elite, Druzzil-Ro</font></p>

09-04-2002, 11:50 AM
YES FG IS NERFED



I was about to post this very topic





I have just returned from FG with disgust.



FUNGAL Slow is landing on my 102 SVD up to 3 times per fight now, EVERYTIME it lands almost. This is ridiculous.



Also when you get the Fungal Curse mushroom illuision proc you are bugged for rest of zone time, no item graphics at all.


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Brother Stamina

60 Iksar Grandmaster

Cazic-Thule Server


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09-04-2002, 11:57 AM
If you had Talisman of Eputation on you sometime it highers the resist but also gives a chance of breaking it sooner. Atleast thats they way I thought of it.


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09-04-2002, 11:59 AM
I will let you know in a minute.



I can go from 35 DR to 139 DR self buffed without using resist gear (BD Gear) I will check it out and come back to you shortly.


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Guildleader Europa</p>

09-04-2002, 12:36 PM
guess i need to get to pom and get my black flower(bought the 4 cards from the bazzar for 2k)


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09-04-2002, 12:52 PM
114 Buffed DR and i was geting slowed ever fight and a budy in zone was rocking 134 DR but also geting slowed ever fight. Personaly FG is just not worth it any more solo, the slow is BS to deal with /sigh


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09-04-2002, 01:57 PM
Great! Me and my bard friend will be smoking then with 220+ DR, hopefully.






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AmaraPeacegiver
09-04-2002, 02:13 PM
You also forgot to mention that the experience gained in FG has been cut almost in half as well.




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Xorn of the Rathe
09-04-2002, 03:00 PM
XP in FG has not been nerfed. I just came from there, 4 shrooms 4 percentage points AA. Only thing that changed was the resists.


Xorn lvl 60 Grandmaster (http://www.magelo.com/eq_view_profile.html?num=7001)</p>

09-04-2002, 03:28 PM
Resists in FG have not been nerfed. OK...yes they have...but it's been changed everywhere. here's an exerpt from Todays patch message





** Resistance Changes **



We've made some fairly drastic changes to the way the spell resistance system works. Previously, there was only the smallest benefit to having resists over a certain value. We've reworked resistance in its entirety, completely replacing the old system with one that is more logical.



The idea behind the changes is pretty simple: Resists should matter in a way that makes sense.



Important things to note about the new resistance system:



- Resists matter more for PCs. There are now tangible differences between having 50, 150, and 250 in a given resistance, for example. Resistance buffs, bard songs, and resist gear have actual value, all the way up the line.



- Conversely, resistances also matter more for NPCs. Some NPCs became more vulnerable to things they have always been vulnerable to, other NPCs became more resistant to things that they were inclined to be somewhat resistant to.



- Resistance debuffs should also have more value, all the way up the line. For the first time, resistance debuffs now have the ability to bring NPCs that were lure-style only down into the range of being hit by normal spells.



- The hard level limit involving players casting on NPCs has been removed. This used to be referred to in EQ folklore as the "Six Level Limit" (It was actually 1.25 times the caster's level, but more people likely thought about it the other way.) This means that in the vast majority of cases, there is at least a small chance that a person will be able to connect a spell with an NPC, even if they are out of that NPC's traditional level range.



- Overall, against NPCs that have medium-to-high resistances of a given type, expect to see more full hits, fewer partials, but more full resists in the new system. Taken over time, the damage done by PC casters to semi-high resistance NPCs should be approximately the same, but will definitely improve when the proper debuffs are applied (we wanted to make sure that this did not turn into a universal nerf of casters).



We look forward to seeing how these changes play out in front of a larger audience.




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09-04-2002, 03:30 PM
This applies to PC cast spells as well, I have heard reports of people getting snared over and over with 130 in MR, Hell they couldn't resist Flash of Light ( a level 1 cleric spell) with 130 in MR either.



And I thought they had reached the buttom with Manaburn....






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Ronaan
09-04-2002, 04:09 PM
ugh. if it's THAT drastic, i'll better not duel casters again <img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":p">


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09-04-2002, 05:25 PM
<blockquote>Quote:<hr> XP in FG has not been nerfed. I just came from there, 4 shrooms 4 percentage points AA. Only thing that changed was the resists.<hr></blockquote>I found the same. With my crappy resists, everything from the shrooms was landing with much higher frequency that before. It was painful. This nerf was bigger than all previous nerfs that affected the shrooms in FG.


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09-04-2002, 05:26 PM
I got the impression that exp was nerfed though. Maybe less than in other zones, but 25% or so. Not that it matters anyway, I'm out of there <img src=http://www.ezboard.com/images/emoticons/frown.gif ALT=":(">


<font face=verdena>Leorny Nukite, Grandmaster

Nilenya, Phantasmist
Gwynet Woodsister, Hierophant

Sylina Uthmatar, 44 Shadowknight

Valiant Elite, Druzzil-Ro</font></p>

09-04-2002, 05:36 PM
To verify 2 things:



1) Yes, spells cast by PC's are landing on other PC's much more visciously now. I was on for about an hour, and was rooted 2/4 times with an MR of 180. =/ I also was able to snare even con targets quite consistently, 1/2 or 1/3 snares stuck.



2) The AAXP in velks was DEFINITELY slower, id say at least halved. I killed 10 spiders duo and got under 1/2 a blue, thats just not right.


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09-04-2002, 08:54 PM
Had a ball in the zone with guild clerics before emergency patch, my god the procs, fastest XP ive ever had and multiple clerics were not a bad thing <img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":p"> . Slow hardly lands at a 100dr.



Being grouped and buffed had no real effect on xp I thought, still the same.


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09-05-2002, 03:41 PM
Point about Exp isn't a bad issue really, now your taking the huge exp levels of 54 and 59 and making them a smoother transition. True this used to be a race to 58 then long hall through 59 then little gentle jog to max 60. Now instead of easier 55, 56, 57, 58, and one terrible 59, you'll get increasingly yet smooth exp through all the levels of 51-60. Pretty much they took exess exp of 54 and added it evenly into 52 and 53, then took 59 and split it into 55, 56, 57, 58. Thats not totaly how it was down but is a good visual image. Over all it will take a bit longer to level through previous non-hell levels, but in return you won't have long drawn out hell levels in 54/59.



Resists:

Did about 3 hours of grouping in FG last night with my monk. Equipment and buffs my DR rounds out at near 160+ unless i break out added pull gear. At 56th, I resisted about 1 in3 to 1 in 4 of the slows, alternately I only resisted about 1 in 2 to maybe 1 in 3 stuns. and the shrieker curse was maybe 1 in 2 resists if that. Seems to me they redid the resists to be concurrent with the spell types as well, cause when I increased MR gear i resisted more stuns. Levels don't hold much roll in resists anymore like used to be the case. Now your gear is about 80% the answer. Sacrificing ac/stat gear for resist gear is going to be a common thing now, even moreso when you get into ToV and uber mobs with nasty AE's. In a since nothing was nerf'd though HOWEVER.... folks are going to yell Nerf each time something changes that they don't like unless its something that makes it easier. Look at it this way, you can't always just overpower things, ya have to use your head and think about it. Now you have to weigh in resists as a major role in win/loss on raids and frankly some folks just are going to whine and complain cause they ignored resists for stats and ac. Guess things really can return to bite you in the butt.....



Bright note to this is, This is the first step to balancing resists not the end. They will parse tests in live servers like this to get feel for whats the best balance and will continue to revamp this new system till its better. Each time folks gona cry and complain and yell Nerf, but you can't expect any type program of this nature to go off without live tests on our live servers cause they just can't weigh every single thing that can happen.



Just sit tight and have a little fun and know its all going to get worked out over time. Just don't expect eggs to hatch over night.



Master Kyshin Wu

56th Master - Credo Fidelis

Brell Serilis



Sarhan Dal'Sahr

56th Beastlord - Credo Fidelis

Brell Serilis


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09-05-2002, 04:42 PM
wrong post my bad >.<


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Magelo Profile (http://www.magelo.com/eq_view_profile.html?num=15576)</p>Edited by: <A HREF=http://pub35.ezboard.com/uxaylintunare.showPublicProfile?language=EN>XaylinTunare</A> at: 9/5/02 12:43:01 pm