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  #1  
Old 09-05-2015, 05:06 PM
Grumble
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Quote:
Originally Posted by provocating View Post
Since I have limited knowledge on melee I have no idea what their solo capability was during the era. My understanding on Melee back then was a Warrior was never a solo class, you just could not do consistent damage to be solo viable. So for the old salts out there that have good memories of Classic style play, what could a melee do? Back then you were probably wearing a set of Banded at level 30 carrying what ever weapon you could find. What could you take down at level 30 consistently? Was it a green, light blue or blue?
Consistent damage wasn't the issue. HP recovery after combat was the issue. At L30, HP regen was only 30hp per minute while sitting and 10 while standing.

I played a monk (EZ mode of EQ melee). Monks could bind wound up to 50% hp then hit mend. Every 6 minutes, you could be back up to 80%+ and be ready to pull again.

One blue con mob every 6 minutes. Light blue's didn't exist. Green con mobs gave no experience (before grey cons were added).

This was using bare fists (10/34 at L30). Pre-Fungi or other regen items. Pre-weapon itemization for monks.

Warriors and rogues had a tougher time because they didn't have mend. A monk can start at 80% hp and end at 10% hp and be able to repeat this process every 6 minutes. A warrior/rogue going down to 10% hp will only go back up to ~55% hp in the same amount of time. Warrior/Rogues have to either wait longer to get up to 80% hp or fight lower/weaker mobs.
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  #2  
Old 09-05-2015, 05:26 PM
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provocating
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We have been working hard on Legacy of FrostStone to get melee better, more accurate to the era. So far it is looking way better.
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  #3  
Old 09-05-2015, 06:11 PM
demonstar55
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Quote:
Originally Posted by Grumble View Post
Light blue's didn't exist.
Light blue existed, just they were still blue. Light blue was added because there were lesser blue cons :P
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  #4  
Old 09-08-2015, 09:14 AM
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chrsschb
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Quote:
Originally Posted by demonstar55 View Post
Light blue existed, just they were still blue. Light blue was added because there were lesser blue cons :P
So, what you're saying is that the mobs conned blue?

Got it.
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  #5  
Old 09-08-2015, 12:05 PM
demonstar55
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Yes, but the concept of a blue con that wasn't as good as other blue cons existed. They just added light blue con and applied it to those level ranges so. So before it was normal blur cona nd shitty blue con, then it became blue con and light blue.
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  #6  
Old 09-08-2015, 03:21 PM
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chrsschb
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Quote:
Originally Posted by demonstar55 View Post
Yes, but the concept of a blue con that wasn't as good as other blue cons existed. They just added light blue con and applied it to those level ranges so. So before it was normal blur cona nd shitty blue con, then it became blue con and light blue.
I think you're missing the point of us saying light blues didn't exist. It was hard (nearly impossible) at the time to know whether or not that blue con mob was 5 levels below you or 1. And it made a huge difference.
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  #7  
Old 09-08-2015, 04:12 PM
nilbog
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Light blue was the con of npcs which were 'high green', but still yielded exp.

Quote:
We have changed the way the /consider command works and expanded the level range at which players are able to gain experience. We have added a 'light blue' area between green and blue. NPCs that used to /consider green but gave experience will now /consider light blue, as well as NPCs of slightly lower level than those greens. You will always get experience for something that is light blue. You will not receive experience for greens. At the same time, by including lower level NPCs in the light blue /consider, we have increased the range of lower level NPCs that will grant experience. This will be most noticeable for characters of higher level.
http://www.tski.co.jp/baldio/patch/20011107.html
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  #8  
Old 09-08-2015, 11:39 PM
demonstar55
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Close enough :P the level range existed, it just wasn't a different color :P
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  #9  
Old 12-10-2015, 10:45 AM
Traul
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delete, too late
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  #10  
Old 12-10-2015, 03:04 PM
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provocating
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The whole post was regarding a mitigation revamp I did on Legacy of Froststone. We have had nothing but positive feedback on this change. Melee seems very classic to everyone. It is still no cake walk, but it is doable but with a lot of downtime, unless you have a partner.
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  #11  
Old 10-14-2015, 07:03 PM
MarcusD
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Quote:
Originally Posted by Grumble View Post
Consistent damage wasn't the issue. HP recovery after combat was the issue. At L30, HP regen was only 30hp per minute while sitting and 10 while standing.

I played a monk (EZ mode of EQ melee). Monks could bind wound up to 50% hp then hit mend. Every 6 minutes, you could be back up to 80%+ and be ready to pull again.

One blue con mob every 6 minutes. Light blue's didn't exist. Green con mobs gave no experience (before grey cons were added).

This was using bare fists (10/34 at L30). Pre-Fungi or other regen items. Pre-weapon itemization for monks.

Warriors and rogues had a tougher time because they didn't have mend. A monk can start at 80% hp and end at 10% hp and be able to repeat this process every 6 minutes. A warrior/rogue going down to 10% hp will only go back up to ~55% hp in the same amount of time. Warrior/Rogues have to either wait longer to get up to 80% hp or fight lower/weaker mobs.
I agree with this person. I melee'd primarily as my cleric solo and it was not that much harder than now. I feel natural sitting health regen rates are faster now and the easy third person view is very helpful in staying alive. Back then you didn't know you had an add many times until it was too late because you were stuck in first person and the UI blocked out a lot of the screen. It made places like Oasis for lowish characters much more dangerous.
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