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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |

10-02-2007, 09:32 AM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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Do monks have some special damage table separate from other melee? If so then maybe tweek it, but if monks use the same calcs as the rest of the melee's then you can't just go and say if(monk) { nerf } cuz that is wrong.
If changes are to be made lets compare apples to apples and oranges to oranges i.e. monk with <whatever melee> == same level, same aa's, same weapon ratios, same buffs etc. And who decides... and what says that table above is correct?
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10-02-2007, 05:21 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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My point is, that monks (and SKs also, actually) are not working right in relation to other classes.
This isn't EQ live. To that end, the emulation from class to class may not be (read: is not) perfect... and if a class or two is still wonky then hell yes it may need tweaked even though others may not.
Let me guess: you play a monk. You love having some lifetap weapon and never dying right? Is that why you're being so defensive?
*I* run a server and it's my interest that my server works and is fair and balanced for all classes.
Period.
I could care less who gets nerfed or what. For the sake of my players and so that the real money I am sinking into this emu is well spent, I want a real game.
If that means nerfing the living crap out of monks, so be it 
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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10-02-2007, 10:29 PM
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Hill Giant
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Join Date: Nov 2002
Location: NC, USA
Posts: 182
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What I've noticed about combat in general since playing live again is that the melee combat formulas are screwed up slightly. When I say this, I mean in terms of accuracy/evasion. When I play on private servers from Eqemu, I miss like, 50% of my shots, despite what my dex/agi/str, etc are. On live, I rarely miss a shot with 75 dex.
This is extremely prevalent at the first few levels. It usually takes me forever to kill fire beetles because I keep missing the damn things. But on live, they die in seconds.
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10-03-2007, 12:15 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Yes drakelord, it goes to show you that I am right.. the formulas for classes need some work still, at ALL levels.
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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10-03-2007, 12:46 PM
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Hill Giant
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Join Date: Mar 2004
Posts: 139
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Quote:
Originally Posted by gernblan
My point is, that monks (and SKs also, actually) are not working right in relation to other classes.
This isn't EQ live. To that end, the emulation from class to class may not be (read: is not) perfect... and if a class or two is still wonky then hell yes it may need tweaked even though others may not.
Let me guess: you play a monk. You love having some lifetap weapon and never dying right? Is that why you're being so defensive?
*I* run a server and it's my interest that my server works and is fair and balanced for all classes.
Period.
I could care less who gets nerfed or what. For the sake of my players and so that the real money I am sinking into this emu is well spent, I want a real game.
If that means nerfing the living crap out of monks, so be it 
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Why don't you just take that lifetap weapon out? You seem to be the one getting so defensive. I'm not saying you're wrong, but going around covering your ears yelling "I'm right, period." isn't a great way to approach anything.
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10-03-2007, 05:43 PM
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Banned
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Join Date: Aug 2007
Location: Sneeking up behind a admin IRL
Posts: 169
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Honestly, the question also relates to "where does bards fit in" as well.
The answer is, they don't because their pure melee (not counting disiplines and abilities) is so minute they aren't included.
That list came from a raid parse that averaged 10 high end raids 2 years ago. That means slays, backstabs, spell damage, etc was removed from the overall dps rates, pure melee is what you see.
If you want to toss in abilities and tomes, then Paladins would beat everyone being when they are fighting an undead mob, their dps is about 500% of that of a bizurker.
Quote:
I miss like, 50% of my shots, despite what my dex/agi/str, etc are. On live, I rarely miss a shot with 75 dex.
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That is because the ranger class gets an accuracy bonus when using ranged attacks.
Likewise other hybrids gets those "hybrid" bonuses as well, such as pal and sk's get 2hand accuracy bonus (on top of a damage bonus same with rangers with their bows), bards get dual wield accuracy bonuses, but I think they have some kind of a damage penalty I cannot remember that or if they got rid of it at some point.
Last edited by Lalolyen; 10-04-2007 at 01:47 AM..
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10-03-2007, 09:54 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Right... so perhaps this stuff needs to be seriously re-tuned in the code.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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10-03-2007, 10:18 PM
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Banned
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Join Date: Aug 2007
Location: Sneeking up behind a admin IRL
Posts: 169
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Well.... Lets get to work =)
I've provided the formulas, lets get some base changes and start testing =P
Devs are few, demands are many... Time we help out a bit =P
Last edited by Lalolyen; 10-04-2007 at 06:20 AM..
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10-03-2007, 11:04 PM
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Hill Giant
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Join Date: Nov 2002
Location: NC, USA
Posts: 182
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When I say shot, I didn't literally mean with a ranger. I was still a melee class, tuned exactly the same way as I was on the private server. But, yea. Where are those formulas?
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