EQ2: Some questions

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I don't have EQ2 and don't plan on getting it anytime soon, but I just
have some questions to you EQ2 players, just out of curiosity:

Are there any similarities between EQ1 and EQ2 regarding classes known
to be good soloers (like necros, druids and BLs in EQ1) ? Or are
there different classes in EQ2 that seem to be good soloers?

From the article I read in the Wired on-line magazine, it made it
sound like EQ2 was more group oriented, i.e., it's more difficult to
kill mobs solo in EQ2; do you agree?

I thought I read here before about how the player who first engages
the mob will get the experience, so if higher level player comes along
nukes the mob to death, the original player will still get the
experience (so KSing isn't supposed to be an issue in EQ2); am I
correct?

How would you compare the "death penalty" between EQ1 and EQ2?

Those are just a few questions I could think of for now, thanks in
advance!


http://members.cox.net/batchild1
http://members.cox.net/scorseseinfo
 
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Batchild (Sue M.) wrote:
> I don't have EQ2 and don't plan on getting it anytime soon, but I just
> have some questions to you EQ2 players, just out of curiosity:
>
> Are there any similarities between EQ1 and EQ2 regarding classes known
> to be good soloers (like necros, druids and BLs in EQ1) ? Or are
> there different classes in EQ2 that seem to be good soloers?

I don't think so. The classes and spells and skills are so different
that any similarity is coincidental.

> From the article I read in the Wired on-line magazine, it made it
> sound like EQ2 was more group oriented, i.e., it's more difficult to
> kill mobs solo in EQ2; do you agree?

Not at all. So far at least. There is undoubtedly more content which
can't reasonably be soloed but there is plenty of content which can be.
I'd say that there is less contents that can be soloed, but that when
something can be soloed it's easier to do so for all classes.

> I thought I read here before about how the player who first engages
> the mob will get the experience, so if higher level player comes along
> nukes the mob to death, the original player will still get the
> experience (so KSing isn't supposed to be an issue in EQ2); am I
> correct?

Not possible. Once a mob has been engaged the encounter is locked and
it's not possible for a higher level player to attack the mob at all in
any way. The player can unlock the enocunter so anyone can attack, but
then nobody gets experience. This is intended to prevent the insane
power levelling of EQ1 rather than KSing, but effectivly prevents that too.


> How would you compare the "death penalty" between EQ1 and EQ2?

In EQ1 you pretty much can't play until you get your corpse back. In EQ2
you can play at slightly reduced effectivness until you do. Assuming you
retrieve your corpse, the EQ2 experience debt seems somewhat less
thatthe experience loss in EQ1. It's still enough to make you certainly
want to avoid unncessary death though.

> Those are just a few questions I could think of for now, thanks in
> advance!
>
>
> http://members.cox.net/batchild1
> http://members.cox.net/scorseseinfo
 
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"Batchild (Sue M.)" <batchild1@NOSPAMcox.net> wrote in message
news:bt5rp05i110t44tmhl8betda6en7hnvc80@4ax.com...
> I don't have EQ2 and don't plan on getting it anytime soon, but I just
> have some questions to you EQ2 players, just out of curiosity:
>
> Are there any similarities between EQ1 and EQ2 regarding classes known
> to be good soloers (like necros, druids and BLs in EQ1) ? Or are
> there different classes in EQ2 that seem to be good soloers?
>

All three priest classes make incredible soloers, at least up to 20. And I
certainly see a lot of summoners (mages / necros) out soloing... but at this
stage of the game, every class seems able to solo. My warrior took out a
white con "meant for a group" encounter today, and has taken out orange con +2
level Solo encoutners in the past. Blue group encounters and yellow solo
encounters he can do easily.

But I have no idea if that continues to be the case. In EQ1, even warriors
can solo ok at level 11.

> From the article I read in the Wired on-line magazine, it made it
> sound like EQ2 was more group oriented, i.e., it's more difficult to
> kill mobs solo in EQ2; do you agree?

Not up to the point I'm at. It seems that theres a *lot* of solo content.
But theres also a fair amount of quests and areas that seem off limit without
a group... unless you're several levels overpowered.

If anything, I would complain that they are too mixed. They repeated the old
"Griffon problem" from EQ1. It's not as bad, but it's definitely still there.

> I thought I read here before about how the player who first engages
> the mob will get the experience, so if higher level player comes along
> nukes the mob to death, the original player will still get the
> experience (so KSing isn't supposed to be an issue in EQ2); am I
> correct?

Not only will he not get experience... he will not be allowed to nuke. The
second the first damage is done, the encounter is locked. (Social aggro
doesn't lock, only damage / debuffs). At that point it becomes impossible to
interfere. You cannot influence the encounter in any way if you are not in
the group that locked it. No nuking, no debuffing and no mezzing the mobs, as
well as no healing or buffing the combatants.

> How would you compare the "death penalty" between EQ1 and EQ2?

Probably too early to say. The death penalty scares me not at all at the
moment... but then the EQ1 death penalty at level 11 is similarly
unfrightening. Kill one bat and you're back where you started. In 10 more
levels, the debt / repair costs may become burdensome such that death is
avoided... but not yet.

Both games have corpse runs. The only difference is EQ2's corpse runs you
get to wear your armor while doing them, EQ1 you run naked.

In EQ1 you have experience loss, in EQ2 you have debt. As I mentioned
above, I'd say this one is too early to call which is "worse."

In EQ2 you have a monetary penalty as well, while EQ1 has none. Repair costs
are not prohibative at this level... my newbie gear costs 1 copper per death
per piece to repair... but I can see where it might become so. My level 10
quest armor seems to run about 7-8 copper per death per piece, so suddenly
you're talking almost a silver (100 copper) to fix up a death with 10 pieces
of armor, instead of 10 copper.




--
Davian - Wood Elf Warrior on Guk
Dearic - Dwarven Fighter on Mistmoore
Talynne - Half Elf Scout on Mistmoore

Dearic - Dwarven Warlord on E'ci
Talynne - Half Elf Assassin on E'ci
 
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Davian wrote:

> "Batchild (Sue M.)" <batchild1@NOSPAMcox.net> wrote in message

>>I thought I read here before about how the player who first engages
>>the mob will get the experience, so if higher level player comes along
>>nukes the mob to death, the original player will still get the
>>experience (so KSing isn't supposed to be an issue in EQ2); am I
>>correct?
>
>
> Not only will he not get experience... he will not be allowed to nuke. The
> second the first damage is done, the encounter is locked. (Social aggro
> doesn't lock, only damage / debuffs). At that point it becomes impossible to
> interfere. You cannot influence the encounter in any way if you are not in
> the group that locked it. No nuking, no debuffing and no mezzing the mobs, as
> well as no healing or buffing the combatants.

Aha, then you -can- "PL" someone to some extent; since many encounters
are linked with no way to "single pull" them, if there's a target you
want to take down but can't without help, I could come and kill other
mobs in the group, as long as you haven't actually damaged/debuffed them.

Also, what happens if I engage a mob, get it to near death, then zone
out. Is it now impossible for anyone to get exp off it until it fully
heals/debuffs all wear off? Or does it become fair game? If the
former, sounds like training people is even more rude than it was in
EQ1. If the latter, then there's another way to PL someone (a way
which, by the way, also worked fairly well to allow any class to PL
someone... clumsy, but functional)
 
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"John Burton" <john.burton@jbmail.com> wrote in message
news:419da57d$0$221$5a6aecb4@news.aaisp.net.uk...

>
> > How would you compare the "death penalty" between EQ1 and EQ2?
>
> In EQ1 you pretty much can't play until you get your corpse back. In EQ2
> you can play at slightly reduced effectivness until you do. Assuming you
> retrieve your corpse, the EQ2 experience debt seems somewhat less
> thatthe experience loss in EQ1. It's still enough to make you certainly
> want to avoid unncessary death though.
>

At what level? Cause at level 11, I'm still stopping to mine tradeskill nodes
with 4 mobs beating on me, cause the risk of death is still much less than the
reward of possibly getting 1-3 skill increases ;p

So far death in EQ2 has seemed almost a joke. But then, death in EQ1 was a
joke 99 percent of the time as well. If you consider rezes, there was almost
no real exp loss on death there. Even a recovered corpse in EQ2 still leaves
you with a noticable debt. .

--
Davian - Wood Elf Warrior on Guk
Dearic - Dwarven Fighter on Mistmoore
Talynne - Half Elf Scout on Mistmoore

Dearic - Dwarven Warlord on E'ci
Talynne - Half Elf Assassin on E'ci
 
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Davian wrote:
> "John Burton" <john.burton@jbmail.com> wrote in message
> news:419da57d$0$221$5a6aecb4@news.aaisp.net.uk...
>
>
>>>How would you compare the "death penalty" between EQ1 and EQ2?
>>
>>In EQ1 you pretty much can't play until you get your corpse back. In EQ2
>>you can play at slightly reduced effectivness until you do. Assuming you
>>retrieve your corpse, the EQ2 experience debt seems somewhat less
>>thatthe experience loss in EQ1. It's still enough to make you certainly
>>want to avoid unncessary death though.
>>
>
>
> At what level? Cause at level 11, I'm still stopping to mine tradeskill nodes
> with 4 mobs beating on me, cause the risk of death is still much less than the
> reward of possibly getting 1-3 skill increases ;p

At level 14 if you retrieve your corpse it seems to take about 10 kills
to repay your xp debt during which time you're only getting maybe half
normal xp. So a single death isn't too bad. But if you died two or three
times in an area, then it's significant, and enough that you'd certainly
want to not be there any more.

So I'd say that the death penalty is enough to stop you trying to play
in areas that were too hard, but not enough to totally discourage
exploration and risk taking. Just enough that when the risks turn into a
few deaths you change your mind.

As others have said your equipment accumulates damage when you die too
and you need to pay to get it fixed. It's a small amount below level 10
but does add up.

> So far death in EQ2 has seemed almost a joke. But then, death in EQ1 was a
> joke 99 percent of the time as well. If you consider rezes, there was almost
> no real exp loss on death there. Even a recovered corpse in EQ2 still leaves
> you with a noticable debt. .

Indeed. The penalty in EQ2 assuming you get your shard is a lot less
than an unrezzed death in EQ1 (At medium levels) but a lot more than the
typical 96% rez in EQ1.
 
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"Davian" <davian@nospammindspring.com> wrote in message news:<8Qhnd.5221$pK6.5161@newsread2.news.atl.earthlink.net>...
> "Batchild (Sue M.)" <batchild1@NOSPAMcox.net> wrote in message
> news:bt5rp05i110t44tmhl8betda6en7hnvc80@4ax.com...
> > I don't have EQ2 and don't plan on getting it anytime soon, but I just
> > have some questions to you EQ2 players, just out of curiosity:
> >
> > Are there any similarities between EQ1 and EQ2 regarding classes known
> > to be good soloers (like necros, druids and BLs in EQ1) ? Or are
> > there different classes in EQ2 that seem to be good soloers?
> >
>
> All three priest classes make incredible soloers, at least up to 20. And I
> certainly see a lot of summoners (mages / necros) out soloing... but at this
> stage of the game, every class seems able to solo. My warrior took out a
> white con "meant for a group" encounter today, and has taken out orange con +2
> level Solo encoutners in the past. Blue group encounters and yellow solo
> encounters he can do easily.

I can almost always take yellow solos and have a few times taken out a
mob 3 levels above mine. As for group encounters, it depends on the
arrows, but I can usually solo all greens regardless of up arrows, and
blue single up arrows ok too... Again it depends on the mob. If I can
keep the mob's attention on my summon for awhile and whittle down its
HP some before I start nuking it, that helps alot. Being a summoner,
if I run out of MP me and my summon can still melee the mob but I have
no way of replenishing the HP alone :(

> > From the article I read in the Wired on-line magazine, it made it
> > sound like EQ2 was more group oriented, i.e., it's more difficult to
> > kill mobs solo in EQ2; do you agree?
>
> Not up to the point I'm at. It seems that theres a *lot* of solo content.
> But theres also a fair amount of quests and areas that seem off limit without
> a group... unless you're several levels overpowered.

A major complaint I have is that sometimes I'll be doing a quest that
has no need for me to group, then all of a sudden I'm tasked with
taking down a mob that is IMPOSSIBLE to solo. Then, I have to spam
/ooc or /shout to see if anyone wants to party up for 5 minutes,
sometimes without luck. Often you spend more time grouping up than you
do actually completing the objective if you can find anyone to begin
with.

> In EQ2 you have a monetary penalty as well, while EQ1 has none. Repair costs
> are not prohibative at this level... my newbie gear costs 1 copper per death
> per piece to repair... but I can see where it might become so. My level 10
> quest armor seems to run about 7-8 copper per death per piece, so suddenly
> you're talking almost a silver (100 copper) to fix up a death with 10 pieces
> of armor, instead of 10 copper.

I like group shared xp debts, because it keeps those clerics
interested in doing their jobs :) The shared penalty isn't big,
probably like 2% or so, but enough for you to care about your group
member's well being. Much better cooperation in EQII than other MMORPG
groups.
 
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Batchild (Sue M.) wrote:
>
> From the article I read in the Wired on-line magazine, it made it
> sound like EQ2 was more group oriented, i.e., it's more difficult to
> kill mobs solo in EQ2; do you agree?

I read a walkthrough of the newbie area and it made out that even just
gaining citizenship for Qeynos, one of the first things to do, would
involve grouping to kill a boss-mob, as no solo character would be tough
enough. So I had the same impression you do, but I've found that to be
totally wrong so far, I've waded through my first 7 levels quickly,
gained my citizenship, completed dozens of quests, and all while soloing.

>
> How would you compare the "death penalty" between EQ1 and EQ2?
>

I never noticed any penalty in EQ1 but then I was playing a low level
character a lot. In EQ2, so far I've noticed a small debt but it pays
itself off by you capturing your 'spirit shard'...in other words,
grabbing your corpse from where you died.

--
Michael Greenhalgh
---
www.tripleb.co.uk | Weblog
www.loonygooncircus.com | {LgC} Clan Site
www.suta.co.uk | Swansea University Tactical Airsoft Society
---
MMORPGs
EverQuest:
Miglok | Half-Elf Ranger | Venril Sathir

EverQuest 2:
Miglok | Half-Elf Scout | Lavastorm

City of Heroes:
Shadow Ranger | Mutation Scrapper | Virtue
---
 

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Lance Berg wrote:

> Aha, then you -can- "PL" someone to some extent; since many
> encounters are linked with no way to "single pull" them, if there's a
> target you want to take down but can't without help, I could come and
> kill other mobs in the group, as long as you haven't actually
> damaged/debuffed them.

No, you'd lock the encounter. Once it's locked, no one except
you can get XP or loot. If you die or zone or run out of aggro
range, the rest of the group respawns. So you can't split a
group encounter that way, at least not for XP.

> Also, what happens if I engage a mob, get it to near death, then zone
> out. Is it now impossible for anyone to get exp off it until it fully
> heals/debuffs all wear off?

Yes, but that happens immediately. You don't see non-locked
mobs running around at low health. Regen is VERY quick.
Buffs - and I assume debuffs - also work differently. Most of
the 'useful' buffs are group-based. If you're not grouped the
buff drops immediately. As a guess the same logic is used
for debuffs - if the encounter isn't locked (grouped with the
caster), good-bye debuff.

I'll have to check the only "loophole" I can guess *might*
work: encounters only lock on offensive action by the
player. So social aggro doesn't lock mobs -- you can
'train' without locking mobs. (But they don't drop off
very easily -- I've seen social aggro'd mobs run right
over a player at 10% health or less...) But druids, at
least, get damage shields -- so it *might* be possible
to social aggro a mob, let it beat on the druid, then have
another player lock the encounter. I'll have to look to see
if damage shield damage locks an encounter without the
druid ever casting on a mob...
 
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Lance Berg <emporer@dejazzd.com> wrote in
news:V6idndgbMLIgcgDcRVn-qQ@dejazzd.com:

>
>
> Davian wrote:
>
>> "Batchild (Sue M.)" <batchild1@NOSPAMcox.net> wrote in message
>
>>>I thought I read here before about how the player who first engages
>>>the mob will get the experience, so if higher level player comes
>>>along nukes the mob to death, the original player will still get the
>>>experience (so KSing isn't supposed to be an issue in EQ2); am I
>>>correct?
>>
>>
>> Not only will he not get experience... he will not be allowed to
>> nuke. The second the first damage is done, the encounter is locked.
>> (Social aggro doesn't lock, only damage / debuffs). At that point
>> it becomes impossible to interfere. You cannot influence the
>> encounter in any way if you are not in the group that locked it. No
>> nuking, no debuffing and no mezzing the mobs, as well as no healing
>> or buffing the combatants.
>
> Aha, then you -can- "PL" someone to some extent; since many
> encounters are linked with no way to "single pull" them, if there's a
> target you want to take down but can't without help, I could come and
> kill other mobs in the group, as long as you haven't actually
> damaged/debuffed them.

No, if a group of mobs is linked, engaging one of them locks them all.

>
> Also, what happens if I engage a mob, get it to near death, then zone
> out. Is it now impossible for anyone to get exp off it until it fully
> heals/debuffs all wear off? Or does it become fair game? If the
> former, sounds like training people is even more rude than it was in
> EQ1. If the latter, then there's another way to PL someone (a way
> which, by the way, also worked fairly well to allow any class to PL
> someone... clumsy, but functional)
>

Not sure off hand. I would guess that all debuffs wear off when you
zone. In general the mobs give up once you've been running away for long
enough, even without zoning, and they do not remember agro like in EQ1,
at least so far they have not for me.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Prophet of 68 seasons

On Steamfont in <Bane of Evil>
Graeme, 14 Dwarven Shaman, 12 Scholar
 
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"Wolfie" <dbgbdwolf@gte.net> wrote in news:7ynnd.45780$8G4.39362
@tornado.tampabay.rr.com:

> Lance Berg wrote:
>> Also, what happens if I engage a mob, get it to near death, then zone
>> out. Is it now impossible for anyone to get exp off it until it fully
>> heals/debuffs all wear off?
>
> Yes, but that happens immediately. You don't see non-locked
> mobs running around at low health. Regen is VERY quick.
> Buffs - and I assume debuffs - also work differently. Most of
> the 'useful' buffs are group-based. If you're not grouped the
> buff drops immediately. As a guess the same logic is used
> for debuffs - if the encounter isn't locked (grouped with the
> caster), good-bye debuff.

Even when grouped, if you are not in the same zone, the buffs drop on the
people not in the zone with the person maintaining the buff.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Prophet of 68 seasons

On Steamfont in <Bane of Evil>
Graeme, 14 Dwarven Shaman, 12 Scholar
 
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Michael Greenhalgh <michaelgreenhalgh@tripleb.co.uk> wrote in
news:3060flF2sv8esU1@uni-berlin.de:

> Batchild (Sue M.) wrote:
>>
>> From the article I read in the Wired on-line magazine, it made it
>> sound like EQ2 was more group oriented, i.e., it's more difficult to
>> kill mobs solo in EQ2; do you agree?
>
> I read a walkthrough of the newbie area and it made out that even just
> gaining citizenship for Qeynos, one of the first things to do, would
> involve grouping to kill a boss-mob, as no solo character would be
tough
> enough. So I had the same impression you do, but I've found that to be
> totally wrong so far, I've waded through my first 7 levels quickly,
> gained my citizenship, completed dozens of quests, and all while
soloing.
>
>>
>> How would you compare the "death penalty" between EQ1 and EQ2?
>>
>
> I never noticed any penalty in EQ1 but then I was playing a low level
> character a lot. In EQ2, so far I've noticed a small debt but it pays
> itself off by you capturing your 'spirit shard'...in other words,
> grabbing your corpse from where you died.
>

At low levels, an unrezzed death in EQ1 cost you about the amount of xp
you got from killing 1 to 5 mobs solo. (1 or so mobs in Paludal Caverns,
more most other places :b).

At high levels, an unrezzed death in EQ1 is very expensive xp wise.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Prophet of 68 seasons

On Steamfont in <Bane of Evil>
Graeme, 14 Dwarven Shaman, 12 Scholar
 
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"Lance Berg" <emporer@dejazzd.com> wrote in message
news:V6idndgbMLIgcgDcRVn-qQ@dejazzd.com...
>
>
> Davian wrote:
>
> > "Batchild (Sue M.)" <batchild1@NOSPAMcox.net> wrote in message
>
> >>I thought I read here before about how the player who first engages
> >>the mob will get the experience, so if higher level player comes along
> >>nukes the mob to death, the original player will still get the
> >>experience (so KSing isn't supposed to be an issue in EQ2); am I
> >>correct?
> >
> >
> > Not only will he not get experience... he will not be allowed to nuke.
The
> > second the first damage is done, the encounter is locked. (Social aggro
> > doesn't lock, only damage / debuffs). At that point it becomes
impossible to
> > interfere. You cannot influence the encounter in any way if you are not
in
> > the group that locked it. No nuking, no debuffing and no mezzing the
mobs, as
> > well as no healing or buffing the combatants.
>
> Aha, then you -can- "PL" someone to some extent; since many encounters
> are linked with no way to "single pull" them, if there's a target you
> want to take down but can't without help, I could come and kill other
> mobs in the group, as long as you haven't actually damaged/debuffed them.
>

Unless you use the "Yell for help" option, which means the encounter is worth
no exp / loot to anyone, anything the higher level killed would respawn as
soon as he broke contact with the group. They're linked. They spawn at the
same time, and either they die at the same time or they don't die at all.


> Also, what happens if I engage a mob, get it to near death, then zone
> out. Is it now impossible for anyone to get exp off it until it fully
> heals/debuffs all wear off? Or does it become fair game? If the
> former, sounds like training people is even more rude than it was in
> EQ1. If the latter, then there's another way to PL someone (a way
> which, by the way, also worked fairly well to allow any class to PL
> someone... clumsy, but functional)

If you run from the encounter without calling for help, as soon as the mobs
decide to stop following you, they instantly regenerate to full health, and
all debuffs are gone.

It's impossible to train someone in this game.(1) Any mob that is not
standing at its spawn point appears to lose all proximity aggro until it
returns to where it spawned. Even if 4 ruins stalkers are pulled to me and
lost aggro right as the got on top of me... and I happened to be killing an
unrelated ruins stalker at the same time. None of them would attack me unless
I hit them first.



(1) Something which makes remembering this post extremely amusing. (Yeah, you
may have to recombine.;p)

http://www.google.com/groups?q=g:thl1983814321d&dq=&hl=en&lr=&selm=Pine.OSF.4.21.0405241135500.66363-100000%40mhc.mtholyoke.edu


--
Davian - Wood Elf Warrior on Guk
Dearic - Dwarven Fighter on Mistmoore
Talynne - Half Elf Scout on Mistmoore

Dearic - Dwarven Warlord on E'ci
Talynne - Half Elf Assassin on E'ci
 

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"Graeme Faelban" wrote

> Even when grouped, if you are not in the same zone, the buffs drop on the
> people not in the zone with the person maintaining the buff.

More than that, you can be grouped and out-of-range
in the same zone *easily.* The buff range appears to
be rather small. In fact, it reminds me of bard song
range -- and effects. Must be grouped, must stay with
the bard, etc..
 
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Lance Berg <emporer@dejazzd.com> wrote in
news:V6idndgbMLIgcgDcRVn-qQ@dejazzd.com:

>
>
> Davian wrote:
>
>> "Batchild (Sue M.)" <batchild1@NOSPAMcox.net> wrote in message
>
>>>I thought I read here before about how the player who first engages
>>>the mob will get the experience, so if higher level player comes
>>>along nukes the mob to death, the original player will still get the
>>>experience (so KSing isn't supposed to be an issue in EQ2); am I
>>>correct?
>>
>>
>> Not only will he not get experience... he will not be allowed to
>> nuke. The second the first damage is done, the encounter is locked.
>> (Social aggro doesn't lock, only damage / debuffs). At that point
>> it becomes impossible to interfere. You cannot influence the
>> encounter in any way if you are not in the group that locked it. No
>> nuking, no debuffing and no mezzing the mobs, as well as no healing
>> or buffing the combatants.
>
> Aha, then you -can- "PL" someone to some extent; since many
> encounters are linked with no way to "single pull" them, if there's a
> target you want to take down but can't without help, I could come and
> kill other mobs in the group, as long as you haven't actually
> damaged/debuffed them.

I thought all the linked mobs were also locked to the encounter,
preventing any of them from being attacked by players outside the
attacking group.

> Also, what happens if I engage a mob, get it to near death, then zone
> out. Is it now impossible for anyone to get exp off it until it fully
> heals/debuffs all wear off? Or does it become fair game? If the
> former, sounds like training people is even more rude than it was in
> EQ1. If the latter, then there's another way to PL someone (a way
> which, by the way, also worked fairly well to allow any class to PL
> someone... clumsy, but functional)

If I were to guess, I'd say you would have to wait until they were back
to 100% with all debuffs/dot's worn off. I haven't taken note of the
circumstances of those occurrances, though.

It does seem that if you zone away from a mob, it will path back to it's
spawn point/post without aggroing onto other players along the way.

--
Rumble

"The floggings will continue until morale improves."
-- Blackbeard
 
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"Wolfie" <dbgbdwolf@gte.net> wrote in
news:lMrnd.46556$8G4.32795@tornado.tampabay.rr.com:

>
> "Graeme Faelban" wrote
>
>> Even when grouped, if you are not in the same zone, the buffs drop on
>> the people not in the zone with the person maintaining the buff.
>
> More than that, you can be grouped and out-of-range
> in the same zone *easily.* The buff range appears to
> be rather small. In fact, it reminds me of bard song
> range -- and effects. Must be grouped, must stay with
> the bard, etc..

I guess that's consistent with the idea that the "buffer" is actually
mainting a level of concentration to keep the buff active on you.

--
Rumble

"The floggings will continue until morale improves."
-- Blackbeard
 

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> Also, what happens if I engage a mob, get it to near death, then zone
> out. Is it now impossible for anyone to get exp off it until it fully
> heals/debuffs all wear off? Or does it become fair game? If the
> former, sounds like training people is even more rude than it was in
> EQ1. If the latter, then there's another way to PL someone (a way
> which, by the way, also worked fairly well to allow any class to PL
> someone... clumsy, but functional

I have noticed that the mobs "recover" full hitpoints very soon after an
encounter with another player. Ie, someone beats a mob down to 10% and carks
it - the mob instantly heals fully again ready for the next encounter.

One thing I don't like is that you can't group mid encounter, there is no
way to help someone at all unless they break off the encounter altogether.
 
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Graeme Faelban <RichardRapier@netscape.net> writes:
> At low levels, an unrezzed death in EQ1 cost you about the amount of xp
> you got from killing 1 to 5 mobs solo. (1 or so mobs in Paludal Caverns,
> more most other places :b).
>
> At high levels, an unrezzed death in EQ1 is very expensive xp wise.

Another poster said that an EQ2 death (presumably still at fairly
low levels) meant you got debt which took about 10 mobs to pay off,
during which time you got about half the normal xp. So that's
roughly the same needing to kill 5 mobs to regain lost xp (except
you never lose a level since you never really lose the xp). Does
anyone know if the amount of debt (and hence amount of xp needed to
repay the debt) goes up at higher levels, similar to how the xp
penalty in EQ1 is bigger at higher levels?

Also, about EQ1, how bad does it get? Last night my 47 monk died
and it seemed to cost me about 8-10% of a level, which was painful
but not excruciating. (I was in LOIO and didn't feel like paying
a cleric to come out that far, though I did end up getting a 35%
rez from a handy Paladin.) I've never had a higher level character,
so I don't know how big the xp loss gets. How bad it is at level 65?
Level 70?

I've seen formulas for the xp per level, and xp per mob, etc. Has
anyone ever managed to work out a formula for the amount of xp lost
when you die?

-- Don.

---------------------------------------------------------------------
-- See the a.g.e FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 47 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 36 on E. Marr I'll get to it sooner if you
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-- http://www.iCynic.com/~don
 
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Don Woods wrote:
> Graeme Faelban <RichardRapier@netscape.net> writes:
>
>>At low levels, an unrezzed death in EQ1 cost you about the amount of xp
>>you got from killing 1 to 5 mobs solo. (1 or so mobs in Paludal Caverns,
>>more most other places :b).
>>
>>At high levels, an unrezzed death in EQ1 is very expensive xp wise.
>
>

> I've seen formulas for the xp per level, and xp per mob, etc. Has
> anyone ever managed to work out a formula for the amount of xp lost
> when you die?
iirc in EverQuest its on a slightly sliding scale, but it was something
like 10%-15% of the total xp for the level before the current one.

If you die at 41, 46, 51, 60, you will notice a big drop, percentage
wise, because the amount of xp in the levels before are bigger chunks
(the leveling was evened out when they 'took out' the hell levels, but
the actual xp per level is still in there.)
 
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In article <7ynnd.45780$8G4.39362@tornado.tampabay.rr.com>, Wolfie wrote:
> I'll have to check the only "loophole" I can guess *might* work:
> encounters only lock on offensive action by the player. So social aggro
> doesn't lock mobs -- you can 'train' without locking mobs. (But they
> don't drop off very easily -- I've seen social aggro'd mobs run right over
> a player at 10% health or less...) But druids, at

It's weird. I got aggro when running past some mobs, and started running.
I ran by someone else, and the mobs switched to her. She was AFK, and did
not fight back.

I then started healing her while the mobs beat on her. A couple times, the
mobs stopped beating on her and started to run to me, but then quickly went
back to her. I tried nuking them to get their attention, but the nukes did
no damage, and did not draw them away.

Then I turned on autoattack and ran up to the mobs. That got them away from
her. I backed away, and they followed a bit, then stopped, and just stood
there, between me and her, attacking neither of us.

After a few minutes of this, I left, and they did not follow, and did not
seem to be interested in going after her, either.

--
--Tim Smith
 
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In article <9Aond.3758$Qh3.104@newsread3.news.atl.earthlink.net>, Davian
wrote:
> It's impossible to train someone in this game.(1) Any mob that is not
> standing at its spawn point appears to lose all proximity aggro until it
> returns to where it spawned. Even if 4 ruins stalkers are pulled to me
> and lost aggro right as the got on top of me... and I happened to be
> killing an unrelated ruins stalker at the same time. None of them would
> attack me unless I hit them first.

It's definitely not impossible to train. I logged in the other day, with
the intent of getting the last shark I needed for that shark killing quest
on the Isle of Refuge. As I stood on one of the rocks in the middle of the
lake, someone ran up with a shark on their tail. I noticed the encounter
was not locked, but before I could do anything like cast a heal on them,
they died, and the shark started attacking me. I killed it to finish my
quest. It was quite convenient. :)

I've also trained people accidently.

--
--Tim Smith
 
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Don Woods <don-ns@icynic.com> wrote:
: Also, about EQ1, how bad does it get? Last night my 47 monk died
: and it seemed to cost me about 8-10% of a level, which was painful
: but not excruciating. (I was in LOIO and didn't feel like paying
: a cleric to come out that far, though I did end up getting a 35%
: rez from a handy Paladin.) I've never had a higher level character,
: so I don't know how big the xp loss gets. How bad it is at level 65?
: Level 70?

At 68 the cost of a death seems to be about 6%.

K
 
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Don Woods <don-ns@iCynic.com> wrote in
news:7wu0rltmdt.fsf_-_@ca.icynic.com:

> Graeme Faelban <RichardRapier@netscape.net> writes:
>> At low levels, an unrezzed death in EQ1 cost you about the amount of
>> xp you got from killing 1 to 5 mobs solo. (1 or so mobs in Paludal
>> Caverns, more most other places :b).
>>
>> At high levels, an unrezzed death in EQ1 is very expensive xp wise.
>
> Another poster said that an EQ2 death (presumably still at fairly
> low levels) meant you got debt which took about 10 mobs to pay off,
> during which time you got about half the normal xp. So that's
> roughly the same needing to kill 5 mobs to regain lost xp (except
> you never lose a level since you never really lose the xp). Does
> anyone know if the amount of debt (and hence amount of xp needed to
> repay the debt) goes up at higher levels, similar to how the xp
> penalty in EQ1 is bigger at higher levels?
>
> Also, about EQ1, how bad does it get? Last night my 47 monk died
> and it seemed to cost me about 8-10% of a level, which was painful
> but not excruciating. (I was in LOIO and didn't feel like paying
> a cleric to come out that far, though I did end up getting a 35%
> rez from a handy Paladin.) I've never had a higher level character,
> so I don't know how big the xp loss gets. How bad it is at level 65?
> Level 70?
>
> I've seen formulas for the xp per level, and xp per mob, etc. Has
> anyone ever managed to work out a formula for the amount of xp lost
> when you die?

It depends a lot on your level, the amount you lose is a percentage of
the xp that it required to gain your last level. In levels 62 to 69,
that ends up being about 6% or so of your xp bar.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Prophet of 69 seasons

On Steamfont in <Bane of Evil>
Graeme, 15 Dwarven Shaman, 13 Scholar