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Message ID: 25456
Date: Thu Sep 20 03:20:13 BST 2001
Author: Thomas
Subject: Re: [eqbards] Correction: Better Melee skills in Luclin coming!


This actually refers to the Test Server.
I have checked it out and you don't notice it unless you are over level 50
:(
Anyways if the test server Tests on this prove successful then this could
actually be implemented on the real servers which would be Really awesome
-Tom
----- Original Message -----
From: John Grady <john_grady@...>
To: <eqbards@yahoogroups.com>
Sent: Wednesday, September 19, 2001 5:02 PM
Subject: Re: [eqbards] Correction: Better Melee skills in Luclin coming!


> After re-reading the message, I'm not sure it has anything to do with
> Luclin. It may be just part of an upcoming patch. Here's the message:
>
> Tzeetch
>
> September 18th, 6:00pm
> -------------------------
>
> ** Melee changes **
>
>
> We're wrapping up an extensive look at the way that melee works in
> EverQuest. These changes are appearing now on Test (in fact, most of them
> are working as of right now). We wanted to make you aware of these
> changes in some detail so that you can give us the feedback that we need
> on them. Please try these changes out and comment on results that you've
> seen.
>
> We will be beginning our final analysis on casters in the very near
> future.
>
> * Melee Tables *
>
> Melee combat is based, at least in part, on tables that determines how
> each class functions. Up until 50th level melee and hybrid classes are on
> the same table, with the exception being monks who are on a separate table
> (one that has them doing more damage). At 50th level warriors, rogues and
> rangers were all moved to the monk table along with the monk, who did not
> receive a new separate table.
>
> The problem here is that post 50th level the disparity between these two
> tables, combined with lower combat abilities for the hybrids as well as a
> more restricted selection of weapons acted as a double (almost triple)
> penalty, making them less effective in combat than was really intended.
>
> Therefore, all melee and hybrid classes will be basing their combat off
> the melee table once they reach 51st level. This should increase the
> combat effectiveness of hybrids noticeably.
>
> Monks, however, are intended to be somewhat better at dealing out damage
> in combat than warriors. To slightly improve their combat prowess they
> will be working from an improved combat table once they reach 55th level
> and again at 60th level. This will improve the combat ability of monks
> somewhat, essentially placing them a half a step ahead of everyone else in
> toe-to-toe combat in the same way that they were prior to 50th level. The
> rogue will still maintain a margin of superiority when you consider their
> ability to backstab.
>
>
> * Two-Handed Weapons *
>
> The effectiveness of these weapons falls slightly below our desire for
> them. This tends to make those that rely on them most often
> (shadowknights and paladins) also fall slightly behind our desires for
> their damage output, at least at levels beyond 50. We'd also like to see
> a broader range of weapons used by higher level warriors, and it would be
> nice to see two-handers as a more viable option.
>
> Therefore, we will be increasing the minimum damage of these weapons for
> all classes once they reach 50th level. There will be an increase in the
> minimum damage of two-handed weapons based on the wielder's level and
> delay of the weapon. The higher level the character and the larger the
> delay, the bigger the bonus. Obviously we're not going to give out exact
> numbers, but this should result in a solid increase in damage output when
> using two-handed weapons.
>
> We also believe that there has been a bit of disparity between the very
> high-end one-handed weapons and their counterpart two-handed weapons. The
> ultra-high end one-handed weapons are comparatively better than their
> two-handed counterparts. We will, on a case by case basis, be improving
> many of the high-end two-handed weapons. Because this is essentially a
> fix for an oversight on our parts, we will be making these changes
> retroactive (meaning you won't have to trade the items in or hunt for new
> ones, existing weapons will just change).
>
>
> * Rangers *
>
> We've also noticed that rangers, while intended to be hit harder in combat
> than other melee/hybrid classes, are getting hit harder than we planned.
> Again, this only happens in the 50+ level range. So we will be increasing
> the defense cap for rangers again slightly to 210 at 60th level. Exactly
> how these points will be distributed is uncertain, but probably just one
> point per level after 50. We will also be giving rangers triple attack.
>
>
> * Monks *
>
> Monks will be getting triple attack. This along with the improvement of
> their combat tables should place them about where we want them,
> combat-wise.
>
>
> * Bards *
>
> Bards are indeed intended to have the least ability to deal damage
> physically of all the classes we're discussing. However, with their lack
> of double attack they didn't meet even our intentions for their damage
> output. We will, therefore, be raising the offense and one-handed weapon
> caps for bards over 50th level to match that of warriors. This should
> place their ability to do damage by means of melee within our intended
> range without making them more effective than the knights at any given
> level, since double attack is a potent melee skill that bards do not get.
>
>
>
> Obviously we want to see how this all pans out when applied to the game.
> Feel free to send your comments on the results you see to us through the
> Developer's Corner on our web site, or contact our staff if you see them
> on the Test Server.
>
> It is very important that you understand that these are changes that we
> are testing. These changes (and any others made on the Test Server) may
> not be moved to Live Servers. After all, that's the reason we're testing
> them.
>
> - The EverQuest Team
>
>
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